My life as a Ph.D. student, S01E04: Game on! (Well, not really)

USC is renowned for its School of Cinematic Arts. That’s at best remotely related to my work, though.

But only after I came did I discover that they have equally competitive game design programs.

I once played Cloud when I was in middle school. A beautiful game. And then, a while ago, I found that this game was made in USC and the creator is my compatriot and an alumnus of SJTU! Indie game development definitely was a rare thing back then in China, and arguably still is now.

I’m taking CSCI-522 “Game Engine Development” this semester. I did plan to take a graphics course, but my boss is not teaching this semester, and the other graphics course really is just elementary, so I opted to try something different.

I’m not planning to become a game developer. (Well, strictly speaking that possibility is not ruled out yet.) You don’t need a phd to make games!  Actually I doubt whether such courses will make you a “game developer”. My classmates are almost exclusively Master’s students. I don’t know whether they are MSCS or MFA, but either ways, being an expert in game engine is probably only gonna get you in to a big game company to work on their engines. You are still a programmer, just working with some different kind of program. You won’t be the next, say, Notch or Jonathan Blow. Does not sound cool.

But being cool is one thing, actually getting something to work is another thing! I barely know anything about the game development community but I guess in a big company you are guaranteed a good income while making a living as a indie game developer is much harder. If you think you had a great idea about game design but people don’t buy it, as often is the case, you’d probably rather learn to draw cute girls than designing games! At least you know someone’s gonna buy it if there is waifu! (No I’m joking)

But all those sort of things are none of my business. I’m taking this course to gain experience in working on giant complex projects. I heard that CSCI-522 is one of the more demanding courses offered by the compute science department. We are given a game engine that can barely do the basic rendering, animation, scripting, etc. and we will work on it so that in the end it will actually be something workable. Not being bold enough to read the source code of GCC or Linux kernel, this is the most complicated thing I’ve ever get my hands on.

In game engines efficiency is everything. Optimization is everything. That means you will work with a lower level language, and you won’t even want to use standard libraries. You don’t want generic solutions. You want something that works best for this particular program. So you do everything from scratch in C++: from memory management, to data structures, to runtime type information, to event system, and more.

And then, on top of that, you figure out how to abstract out the difference between hardware platforms and graphic APIs. Yes, we are gonna make it work on Windows and PSVita and iPad and more.

Then you do all the computation – physics and linear algebra and computational geometry, move objects around, pass control events around, gather draw calls and send them down the graphics pipeline.

Around that, you also need a script system and some sort of level editor. That really is a lot.

And while doing that, you use all kind of tricks to reduce coding work, do profiling, speed up compilation and help debugging.

Yes. Engineering. But as a graphics researcher, those are very useful skills if you want your research to be more than a paper and become something useful.

Thus far the technical part of the course has not gone beyond my existing knowledge, but I did learn some little tricks.

Here is one pre-class quiz question: you want to count the number of calls to certain functions. Suppose you want to implement several functions that take two integer arguments named a and b and return one integer. Define a macro called PROFILED_FUNC and a class called Tracker, such that

PROFILED_FUNC(func)
{
    //do some computation
    //return some value
}

defines such a function func, and when you call Tracker::stat(), it prints out the number of times each such function has been called.

The macro would be something like

#define PROFILED_FUNC(func)                            \
int func(int a, int b) {                               \
    static int callCount = 0;                          \
    if (callCount == 0) {                              \
        Tracker::register(#func, &callCount);          \
    }                                                  \
    callCount++;                                       \
    return _unprofiled_ ## func(a, b);                 \
}                                                      \
int _unprofiled_ ## func(int a, int b)

the # and ## are really alien to me! This made me believe more that I’ll never master C++.

And another trick: if you have a huge class definition in a header, you won’t want to include every time you use the class, since it slows down compilation. Time is money. It is common knowledge that we can forward declare a class, but that way we can only use a pointer to that class and cannot dereference it.

Now suppose you want to allocate a object of that class. Then you need to know its size. How do you avoid including the header?

You forward declare a function that allocate the object and return the pointer and put the definition in the implementation of that class.

And then there are other tricks. Thanks god that we don’t have template meta-programming!

闲得蛋疼,试论为什么人照镜子的时候会左右反转而不会上下反转

昨天看到这样一个问题:为什么人照镜子的时候会左右反转而不会上下反转?答案当然不是“人的眼睛是横着长的”……

之前我就见过一个类似的版本,然后直接看了答案——其实人照镜子的时候既不会左右反转也不会上下反转,而是会前后反转。当时我觉得“啊,好有道理”,然后就没有多想。不过昨天再次看到这个问题,觉得之前的答案并不完整:确实,人照镜子的时候是前后反转,但为什么大家普遍认为是左右反转呢?我决定以我的理解尝试解释一下这个问题。

我认为根本的问题在于人自身的对称性和对左右、前后、上下三组方向的理解方式的不同。

通常而言,上下是一个绝对概念,不依赖于人自身的姿势:在有重力的地方,重力的方向就是“下”,而重力的反方向就是“上”。而前后左右是相对概念,自己面向的方向是前,背对的方向是后。至于左右……为了避免引用宇称不守恒,不妨定义心脏所在的一侧为左(镜面人请自行把定义反过来)(没有心脏的人请自己看着办),对侧为右。因此人日常使用的“上下-左右-前后”坐标系既不是是世界坐标系也不是局部坐标系,而是二者的某种混合。由于人通常是直立的,这一世界坐标系中上、下的的定义方式与“头顶为上、脚底为下”的局部坐标系中的定义方式通常是一致的,因而不影响人描述其他事物相对于自身的方向。但当人处于其他姿势的时候就可能造成麻烦:比如人平躺的时候描述自己头顶所指的方向的物体,就不能仅仅使用上下左右前后。

照镜子的时候,人类判断镜中的像是否在某一方向上反转,也是采用相同的方式:对于上下,相对于世界坐标系进行判断;对于前后左右,相对于镜中的像的局部坐标系进行判断。如果镜子在头顶,问照镜子的人他在那个方向被反转了,很多人会同意镜中的像被上下反转了,因为它在世界坐标系中上下反转了。

但至此我们仍不能解释为什么事实上的前后反转会被解释为左右反转。显然左右反转并不是由于镜子置于我们的前方:如果镜子在我们的右侧,我们仍会判断为自己被左右反转。对于前述镜子置于上方的情况,如果追问其有没有被左右反转,我相信多数人会给出肯定的回答。事实上仅有上下反转,多数人却会解释为上下和左右同时反转,在两个方向反转,岂不是相当于并没有反转!问题显然在于前后和左右这两个局部坐标轴仍具有不同的性质。

日常生活中,我们总是可以将他人的局部坐标系经旋转平移与自己的局部坐标系重合。在描述某事物相对于他人的位置时,可以理解为先将其经同一旋转平移变换到自己的局部坐标系下然后进行判断。但在镜中,坐标系的手性会改变,理论上经过旋转平移是不能将镜中自己的像的局部坐标系变换为自己的局部坐标系的,而总是会在某一个方向被反转。因此前述“相对于镜中的局部坐标系进行判断”理论上是无法实现的。

但人体在左右方向具有对称性,因此如果我们在将镜中像的局部坐标系与自身的局部坐标系对齐的时候对齐前后轴而反转左右轴,我们的像仍然可以与自己重合,这就使得在实际上我们仍然可以“相对于镜中的局部坐标系”判断物体的位置关系。但这一过程中,左右是被反向的。

人体左右对称而前后不对称,导致了我们在将镜中的局部坐标系与自身的局部坐标系进行对齐的时候总是对其前后轴而反转左右轴,因此无论将镜子置于那个方向,我们镜中的像左右永远都会反转,而前后永远不会反转。至于上下则依镜子的方向而定,置于上下轴上则会上下反转,置于前后左右则不会上下反转。

那么假如人类不具有对称性,或者前后轴和左右轴均对称以至于无从选择变换局部坐标系的时候在哪一个方向方向对齐、在哪一个方向反转呢?

对于前一种情况,我认为总会有某一个方向,例如视觉器官所在的方向,会被认可为“正面”即“前方”,判断相对位置时会以这一方向对齐坐标系。对于后一种情况,大概根本不会存在“前后左右”这种相对方向的概念。

至此基本解决了为什么人照镜子的时候会左右反转而不会上下反转。但我认为我们在描述镜中其他物体的像的方向时仍有一些微妙之处。一些物体沿镜子排列时镜中的像在哪些轴被反向?垂直于镜子时呢?人观察的位置对结果有何影响?镜子的方向有何影响?物体自身的对称性又有何影响?如果物体表面上印有文字呢?人类对“上下左右前后”这一系列方向的认知,似乎远比我们自己意识到的复杂。

My life as a Ph.D. student, S01E03: Coursework so far

Apparently PhD students hate coursework, especially those irrelevant to their research. In CSCI-697 when every new PhD student is asked to introduce themself – including the thing that they are most and least looking forward to do, many mentioned coursework for the latter.

But I guess that really does not have anything to do with academic level, because every student hate coursework! Some student next door in my apartment building could party till after midnight even when the next day is a workday. Some people are not coming to the college to study! I won’t say that we don’t have those people in Tsinghua, but at least I didn’t personally know any.

I took CSCI-670 “Advanced Analysis of Algorithms”this semester. I didn’t really  expect to learn much new knowledge. How advanced could it be? For many people, network flows are already pretty advanced. But for someone competed in algorithm contests in high school, even the mediocre ones like me, that’s a piece of cake.

Then, it turned out that – I’m not looking in the right direction. That’s one problem with a lot of algorithm contest competitors. What we take as advanced algorithms are really just difficult, delicate, cleverly constructed to solve a puzzle rather than a practical problem, and does not involve advanced mathematics.

Just as suggested by the name of the course, the advanced thing really is in the analysis. The algorithm itself could be pretty straightforward to implement. And the purpose of the course is not to teach you how to design algorithms. It talks about ideas not seen in basic algorithms and those delicate ones.

Our first topic is – PageRank. That’s an unexpected one! Isn’t that as simple as solving a linear system? That’s what we learned from our undergraduate network science course. Yes, but solving a linear system is not simple anymore when you have a billion variables! That’s the first important idea we are taught. In the world of big data, you need to change the way you see things. The data is there, but you can’t access all of it at once. You want to know something mathematically defined. How do you do it? you sample.

But sampling alone does not solve the problem. To calculate the exact PageRank you need to know the whole network anyway. So there is the second important idea: you don’t need to know everything exactly with full confidence to do useful things. Tolerating an error margin and a small chance of failure makes intractable problems tractable.

That’s like polling. To know exactly who’s gonna to be the president you need to ask pretty much everyone’s opinion. But if you allow an error of several percent, you just need to ask several thousands of people if you sample them from the correct distribution.

In our case, instead of the exact PageRank of each node, we want a set of significant nodes, with the property that any node with PageRank ≥ Δ is in the set and any node with PageRank ≤ Δ/2 is not in it, with high probability. For those node with PageRank in between, they can either be in or not in the output.

The gap is where the magic lies in. As long as the lower threshold is a constant fraction of the higher threshold, the problem is tractable, and after a lengthy mathematical analysis (that span several 2-hour lectures), it all boiled down to just randomly selecting some nodes, actually do the PageRank random walk, and record some frequency.

And the mathematical tool we used is the Chernoff bound. We learned that in our Mathematics for Computer Science course (taught by Yao himself!) in my freshman year, and in every theory related course we review it. It is no doubt the second most useful thing we learned in MfCS! (Wondering what’s the most useful thing? this course is unofficially known as LaTex Typesetting for Computer Science). It is in the same spirit of Markov’s and Chebyshev’s inequalities and the central limit theorem and looks quite fundamental, so I expected it to be as old. To my surprise, it is quite new in the sense that its namesake, Herman Chernoff, is still alive! And judging by the reaction when our lecturer said that he once met Chernoff in person in MIT, most other students are surprised too.

We are now on the second topic, the clustering problem. We will be constructing the k-nearest neighbor graph in arbitrary dimension in time O(n log^2 n), and the whole solution involved solving some quite varied problems.

It had something to do with the kissing number problem! That was another unexpected thing. I read about that problem in a discrete geometry book years ago, and now I know that it is more than a pure curiosity. Its solution is also interesting – we know the exact solution only in dimension d = 1, 2, 3, 4, 8 and 24! What an odd sequence! I know the 8 and 24 case have something to do with certain special lattices. I wish I were better at abstract algebra so that I can appreciate them!

Another related problem is – if you drive across Minnesota, the state of then thousand lakes, how many of them could you expect to see? The student that guessed 100 definitely had some good intuitions! We formulated an idealized version of the problem: if you have n non-overlapping circles on a sphere, then regardless of the configuration of the circles, a random great circle would in expectation cut through no more than 2√n of them. I actually proved this myself! I guess my mathematics is not bad after all.

And then yet another related problem – to pick the exact medium of n numbers you have to go through all of them. But what if you are doing divide-and-conquer and just need to pick some number close enough to the medium with high confidence? By iterative-middle-of-three method, with a constant error margin and failure rate the number of numbers we need to see is a constant regardless of n! Again we see the power of allowing error margin and chance of failure.

That’s pretty much everything up until now. No mind-blogging mathematics, but different ways of looking at the problem and putting everything together.

Thoughts on how to formulate a Rubik’s Cube

Formulating Rubik’s Cubes and other sequential move puzzles is one thing that I have been thinking for a long time.

I learned how to solve a Rubik’s Cube when I was 13. But I’ve never been a speed-solving type of player, even now, I’m still using the most elementary methods and can barely solve a Rubik’s Cube in 50 seconds. My interest is in making cool patterns and collecting and solving puzzles of different shape and structure.

As a CS student it’s quite natural to want to write programs for everything you find worthy of doing with a computer. And so I wanted to write a Rubik’s Cube simulator! Not just a simple one, but one with which you can simulate any combinatoric puzzle – one to rule them all!

Then we are faced with the problem of how to represent these puzzles. They must be machine-readable, of course. Then I think it should be friendly to a human user. It should not only be human-readable: it is intended to be primarily hand-written, so it must be made sense easily, be concise in syntax, not tedious to write, but still with immense expressing power. That will make most existing formats undesirable: with xml you will probably end up writing more tags than useful content, and with json there is no structure.

Then, on some day last year, I found the key! What makes it possible to describe the complex structure of a combinatoric puzzle concisely is its symmetry. I started working at once and after several weeks I’ve got a simple parser for my custom cube description language and a simple simulator. The syntax resembles a general purpose programming language but much simpler.

Then it’s time for graduate school applications and I put that project aside. Now that I have some spare time, I’d like to pick it up.

Actually I want to start from scratch again. The last time, I didn’t even write a specification for my language. Implementing a language without a specification, that’s like writing a program without comment, only worse. And after a year I’ve got a lot of new thoughts on how to describe and implement a puzzle, so the basic mechanism of my program would probably change.

And my rendering was done in OpenGL 1 style (primarily due to the lack of good tutorials on OpenGL 3+). That definitely need to be changed.

This time, I’ll write the specification of my custom cube description language before writing the parser and explain all the ideas behind it, and provide annotated examples, so that someone other than me can actually understand this language and use it to model puzzles. Hopefully it will finally become a useful tool for those hobbyists who can not afford to by expensive puzzles.

(And this will also be the first project of Martian Computing Research! Wait for more to come, ahahaha!)

Here as the first part of the documentation I’ll explain the central idea of my design by trying to formulate the definition of the original Rubik’s Cube. The syntax here is not what actually used in the language, it just serves to illustrate the idea.

First, we will want to define all the blocks. Following the convention, we name the faces U (up), R (right), F (front), D (down), L (left) and B (back). It seems logical to simply name each block by all the faces it touches. Then we get something like this:

block U, D, R, L, F, B; // The center blocks
block UR, UL, UF, UB, DR, DL, DF, DB, RF, RB, LF, LB; // The edge blocks
block URF, UFL, ULB, UBR, DFR, DLF, DBL, DRB; // The corner blocks.

There are some ambiguities in the ordering of faces when one block touches multiple faces, but for now we just pick an arbitrary one.

Then we will want to define all possible states of a block. Here, a state is just a position and an orientation. The set of positions is the same as the set of blocks. How about the orientations? We could have something like position name plus rotation angle:

state UR, UR+180;
state URF, URF+120, URF+240;

But after a second thought we found that it would be a good idea to just cycle the face order of the name of a block to get names of states:

state UR, RU;
state URF, RFU, FUR;

This is logical since the number of orientations of a block is determined by the number of faces it touches. Note that “block URF is in state RFU” means that the U sticker on block URF is on face R, etc., so rotating a corner block 120 degrees clockwise correspond to cycle the face names in the state name backwards 1 step. This form also give us a lot of advantages. If block URF is at its own position, its rotation angle is obvious. What if it is at another position, say position DBL, with its U sticker on face L? There is no straightforward definition of rotation angle. With this form, we can get rid of rotation angle: since U sticker is on face L, R sticker is on face D and F sticker is on face B, block URF must be in state LDB! Actually this give us a meaningful definition of rotation angle: state name LDB is obtained by cycling position name DBL backward 2 steps, so the rotation angle is defined to be 240 degrees! Once we have defined rotation angle for every block in every position, we can verify that the sum of rotation angles of all blocks (modulus 360) is invariant under any operation, which is an important step in proving the total number of possible states of a Rubik’s cube.

Finally we will want to define all the operations. An operation moves blocks and change their states, so its definition comes in two parts: a geometric transformation and a table of state changes:

operation U {
    axis (0, 0, 1); // Assume that x axis points forawrds,
                    // y axis points rightwards and
                    // z axis points upwards
    angle -90;      // In mathematics positive angle usually
                    // means counterclockwise
    UR -> UF;
    RU -> FU;
    ...
    UB -> UR;
    BU -> RU;
    URF -> UFL;
    RFU -> FLU;
    FUR -> LUF;
    ...
    UBR -> URF;
    U -> U;         // The state does not change but geometric
                    // transformation still apply to block U
                    // so we include it.
}

If you know something about combinatorics, you should know that the change of states is actually a permutation. So we can write it more concisely in cycle notation:

operation U {
    axis (0, 0, 1);
    angle -90;
    state_cycle (UR, UF, UL, UB);
    state_cycle (RU, FU, LU, BU);
    state_cycle (URF, UFL, ULB, UBR);
    state_cycle (RFU, FLU, LBU, BRU);
    state_cycle (FUR, LUF, BUL, RUB);
    state_cycle (U);
}

We will then need to write this for every other operation! The inverse operations (U’, etc.) can be easily inferred by reversing the direction of the rotation and cycle so we don’t need to write them explicitly, but that’s still a lot of work! After that, we will have a full definition of a Rubik’s Cube.

Somehow we can feel the redundancy. But this redundancy is not like manually assigning the same value to each entry in a long array, which can easily be simplified with a for-loop. It is the result of the intrinsic symmetry, both geometric and algebraic, of the Rubik’s Cube. Actually, the Rubik’s Cube is probably the best real-life example of an object with a complex symmetry. If you check the “Group theory” article on Wikipedia, you can find a Rubik’s Cube right there on the beginning of the page!

But we only need a tiny portion of what group theory has to offer. We just focus on how the formulation of a Rubik’s Cube could be simplified.

Consider defining operation R. It would be good if we can just “rotate” the definition of operation U by -90 degrees around the x axis. What do we need to do this “rotation”? We need to rotate the axis around which operation U rotate the blocks (yes, we rotate a rotation!) and change the state names in the permutation such that U changes to R, R changes to D, etc., i.e. we do a permutation of face names. (And again, yes, we permute a permutation!) Let’s try it:

meta_rotation x {
    axis (1, 0, 0);
    angle -90;
    face_cycle (U, R, D, L);
}

apply this to operation U, we get something like:

operation R {
    axis (0, 1, 0);
    angle -90;
    state_cycle (RD, RF, RU, RB);
    state_cycle (DR, FR, UR, BR);
    state_cycle (RDF, RFU, RUB, RBD);
    state_cycle (DFR, FUR, UBR, BDR);
    state_cycle (FRD, URF, BRU, DRB);
    state_cycle (R);
}

Yes! this exactly what we wanted. Apply this meta-rotation twice more and we get the definitions of operations D and L. We can similarly define meta-rotations around other axes:

meta_rotation y {
    axis (0, 1, 0);
    angle -90;
    face_cycle (F, U, B, D);
}
meta_rotation z {
    axis (0, 0, 1);
    angle -90;
    face_cycle (R, F, L, B);
}

Apply y to operation U, we get definitions of operations F and B.

What if we apply z? Well, we get essentially the same definition of operation U, but it does look a bit different:

operation U {
    axis (0, 0, 1);
    angle -90;
    state_cycle (UF, UL, UB, UR);
    state_cycle (FU, LU, BU, RU);
    state_cycle (UFL, ULB, UBR, URF);
    state_cycle (FLU, LBU, BRU, RFU);
    state_cycle (LUF, BUL, RUB, FUR);
    state_cycle (U);
}

The state orders in the state cycle have changed! What does this tell us? We only need to say UR -> UF, then UF -> UL -> UB -> UR can all be generated by applying the appropriate meta-rotation! So to get the definition of all operations, we only need a part of one definition! We will get something like this:

apply (x, xx, xxx, y, yyy) {
    apply (z, zz, zzz) {
        operation U {
            axis (0, 0, 1);
            angle -90;
            U -> U;
            UR -> UF;
            RU -> FU;
            URF -> UFL;
            RFU -> FLU;
            FUR -> LUF;
        }
    }
}

If you know a bit about symmetry groups, you can see that we are actually applying the whole chiral octahedral symmetry group O to the minimal part of definition to get the full definition. the group O is of order 24 and here we are only explicitly writing out 1/24 of the full definition. Group O can be generated by any two of x, y and z, so we may write our definition as

generate_group (x, y) {
    operation U {
        axis (0, 0, 1);
        angle -90;
        U -> U;
        UR -> UF;
        RU -> FU;
        URF -> UFL;
        RFU -> FLU;
        FUR -> LUF;
    }
}

Comparing to the whole lot of things we need to write without symmetry, this is a big step forward.

We can also simplify the definition of states in the same way:

generate_group (x, y) {
    state U, UR, URF;
}

And also blocks. But this time we get URF, RFU and FUR which is actually the same block. But that’s not a problem, we can just do some tricks in the syntax if we really want to implement such a cube description language and allow blocks to have aliases:

generate_group (x, y) {
    block U;
    block UR alias RU;
    block URF alias RFU;
}

Note that we don’t need to write this explicitly

block URF alias FUR;

Because that will also be automatically generated for us!

Now we can write the definition of a Rubik’s Cube in full:

meta_rotation x {
    axis (1, 0, 0);
    angle -90;
    face_cycle (U, R, D, L);
}

meta_rotation y {
    axis (0, 1, 0);
    angle -90;
    face_cycle (F, U, B, D);
}

generate_group (x, y) {
    state U, UR, URF;
    block U, UR alias RU, URF alias RFU;
    operation U {
        axis (0, 0, 1);
        angle -90;
        U -> U, UR -> UF, RU -> FU;
        URF -> UFL, RFU -> FLU, FUR -> LUF;
    }
}

So simple! But this still is an “abstract” definition, to actually be able to visually simulate a Rubik’s Cube we need geometric models. But even that can be simplified. Remember that we have geometric transformations in our meta-rotation definition. We can define the 3D model, sticker color, etc. for one of each different kind of block and the rest will be handled by the symmetry group! One we get the idea of how to simplify the definition, adding more features is just a matter of syntax.

When Jesus come to find you

(I’m a catholic. No, I don’t believe in god, I’m a cat-holic, nyahahaha!)

I know that the United States is a religious country. In god they trust. But being confronted by a Christian Taiwanese immigrant asking if you are interested in hearing from Jesus was not something to be expected on the very first day after arriving here.

I did meet a few Christian people back in China. I knew a girl who is Catholic. When I was in high school, a neon Christian cross presumably belonging to a Protestant church can be seen from my dorm building. (I also knew an American teacher who is a Mormon, but that’s not Christianity anymore, right?)

Generally, in China, those Catholic people who try to sell me their belief piss me off. And those politics, those freedom of religion and human right thing involved there, pissed me off even more. There is no God and I don’t even care about what you are doing!

But this time, they did made me interested in what they are doing. Yes, that’s how you sell your belief! Be friendly and helpful and avoid talking about anything explicitly religious at first, instead of going straight to the (pointless) point.

So I paid several visits to their church. It is just a home church of Chinese Protestants, mostly students or alumni of USC. They does not seem to belong to any denomination, but I think they are affiliated with other such groups.

We ate food, read the Bible and sang hymns. That’s fine for me, does not sound so religious. But some new students has gone as far as getting baptized.

Do I believe in God, or in Jesus? Definitely not. I might not be bold enough to self identify as an atheist, but at least I’m an agnostic. I’d say I’m interested in the religion itself rather than believing it.

I do think, though, those people in the church are much better than an average Chinese person I may meet. Do they become good people because of their belief? It would be hard to give a scientific answer.

My life as a Ph.D. student, S01E02: because nearning is the key!

(Wait, shouldn’t that word be “learning”?)

(And how many keys do we have in the lab?)

Ugh, I hate machine learning. Deep learning especially.

I met machine learning for the first time when I was a freshman. Andrew Ng (I don’t need to introduce this guy, I guess) came to Tsinghua and gave a lecture about his work. It was so fascinating.

But when I got to work with machine learning for the first time, it was not so pleasant. We had a machine learning course. The lecturer is a theorist, with high self-esteem. (He asked which book did we use for our theory course. When someone mentioned that classic book by Sipser, he said we should at least use Modern Approach!) The course was mostly about proving one bound after another, and now I can remember none of them! We did have fun looking at some machine learning problems from a nonlinear programming or even game theoretic point of view, though. The only algorithm mentioned in the course was (kernel-) SVM, and that was not without a ton of theoretic analysis.

And he hates deep learning. He mentioned it only once, in the concluding part of the course, only to downplay it with sarcasm. Are all machine learning theorists like that?

(BTW the TA seemed to be a super lazy otaku girl)

And then, after learning abstract things for the whole semester, the final course project was a concrete one – to solve one problem on Kaggle! I don’t even have a decent learning algorithm in my repository.

But, challenge accepted!

And the result – it did not give me frustration. It gave me cancer. My best score on the benchmark (which is a mediocre one) was achieved with bugged code. Only after the course project deadline was I able to get a better score with a correct program.

Those with the best results were doing intern at an alumni’s computer vision startup. Surely, you can’t hope to beat state-of-the-art deep neural networks implemented with a powerful framework deployed on a cluster with your crappy hand-written naive algorithm running on your laptop!

What’s after that? The next semester, when I found out that that computational biology course is all about machine learning, I quit immediately. (Seriously, discovering new interaction between proteins and existing drugs by doing text mining on existing literature sounds just ridiculous.)

Well, I don’t really hate machine learning itself. It really is powerful. What I don’t like is the way people work with it, and the hype.

I’m not saying that you have to give a theory to justify your method. Theory of neural networks is hard, and somehow they just work super good in reality, I understand that. I mean, just dumping everything into your network, tuning your network at random, and hoping that magic will happen, that definitely is not the correct attitude! But, my perception is that, this is how a lot of people are doing machine learning right now.

And people are well aware of it! In China we call that “炼丹(liàn dān)” (or TCM if you prefer that), and at last year’s 21ccc one speaker called that “alchemy” – see, we even have internationally accepted terminology for those sort of things!

And the hype – the number of people doing machine learning is too damn high! It is not rocket science, but neither is it for dumb people who know only how to liàn dān!

I’ve avoided coming in touch with machine learning thus far. But now, it is coming for me!

Because, nearning is the key, ahahahaha!

Computer graphics today is not like decades ago when people focused on rendering. Those problems are largely solved. It has become much broader. Citing words from a talk I attended at MSRA, today, computer graphics is about generating novel content from existing content, in the form of images, videos, 3D models, or even something non-visual like text or sound. It is about capturing human’s creativity. And how do you do that? Learning, of course!

So I started learning to do learning!

The past several days were spent getting the environment sorted – to get cuda working on my Arch Linux machine was a bit of a pain for a casual linux user – the proprietary NVIDIA driver keeps crashing so I had to use bumblebee for my intel/NVIDIA dual GPU laptop, and I had to workaround the incompatibilities between cuda 7.5 and gcc 6. But I guess you can hardly call that a trouble.

I’m using torch because – that’s what my cooperating labmate is using. The first thing to try? Guess it – it’s the MNIST dataset!

The whole procedure was like – put a convolution layer – then a pooling layer – then another pair of such layers – then 3 fully connected layers – then just dump in the data and sit there watching the error drop.

No! That does not feel good. Did I do anything? The days when I was hopelessly tweaking my bugged crappy hand-written naive learning code were like a joke.

But anyway, this still is a step forward.

If learning is the key, then what is the key to learning? There must be something deep (no, I don’t mean a deeper network) that distinguishes groundbreaking machine learning research from liàn dān, something that you have to use your brain to figure out. We shall see.

In remembrance of an old comrade | 记一位老战友

(A note on the title: I’m not sure whether this is a legitimate usage of the word “remembrance” but at least I know that “in memory of” is for the deceased.)

After all these years I finally heard from Tianyi Bai again, albeit in an unusual way. I noticed that a new follower on my twitter might personally know me, and that one turned out to be his girlfriend.

Are we friends? I doubt so. Despite having known each other from grade 6 and attending the same school for 6 years, we rarely meet and talk with each other. Even when we talked, it was often more academic than personal. And we have lost contact after our freshman year.

I barely have a friend, and he definitely has fewer than me! (He has more girlfriends, though.)

Maybe what really linked us it that we have always been in similar positions in our middle & high school years.

We were learning the pascal programming language when we first met.

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(Good old boys. Photo by Long Xue if I remembered correctly. BTW are you going to John Hopkins?)

And a year later, we were surprised to see each other at the opening ceremony of NEYC’s middle school division. We were both in the math specialty class (which to our sorrow has ceased to exist). There were two such classes and we were not classmates, though.

Our math teacher has never taught such a bunch of naughty math class boys (yes, we only had very few girls) before, and we gave him a lot of headache. We never followed the learning method he taught us, but by the end of grade 8 we emerged to be intellectually superior, constantly scoring top scores in math exams. And in a math class that pretty much means that you are at the top.

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(A score report, from a period when two students, one from each math class, would be paired)

We were competing in maths and programming contests at that time. We both got first prize in provincial level junior division contests in informatics and mathematics by grade 7 and 8, respectively. Since then we’ve made frequent appearances on the front page of our school newspaper, and sometimes on billboards outside our school gate.

In our high school years we took somewhat different paths. I focused on informatics and he focused on mathematics. Finally he got a gold medal in CMO while my best results in NOI were two silver medals.

Actually Yao-class gave him an offer when he got that gold medal, before going to Yao-class became my goal. But he chose to study maths at Peking University.

We did have a chance to cooperate. He intended to compete for Shing-Tung Yau High School Mathematics Award (which has since been renamed) and needed an algorithm for a math problem.

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(Me and him in Sanya for the awarding ceremony)

We were not good at making noises. We were not who caught the most eyes. But we were the ones who beard the banner for NEYC class of 2012. If anyone of the students were going to do academics, that would be us.

He went to Peking University and I went to Thinghua. I heard that he ended up at ENS Paris, but otherwise we’ve lost contact after the first year.

Now I’ve got an e-mail from him.

I couldn’t say that I’m a friend of his, but I’m probably among the only ones who knows a thing or two about him personally. His family is poor. He lost his father at a young age and his mother does not even have a job. They relied on his uncle, I believe. Life is hard, and you can see that through his eyes.

He doesn’t talk much and doesn’t try to make friends. He does play Rubik’s cube (better than me) and I’ve seen him play StarCraft and Kiseki series, but those probably are all the things beyond his professional life. I think his poor life made him close-minded and feel inferior.

I might have always been whining that I did not enjoy my life, but for him, life is simply not enjoyable. Even when it comes to his (arguably) favorite thing, mathematics. He might have got more success and less frustration than me in high school science olympiads, but the road ahead only became more difficult.

He once complained to me about getting beaten constantly by his roommates who barely studied. As far as I know, he is not super clever. Perhaps no more than me. If he did achieve more, I’d say that is because he is more hardworking. But the problem with mathematics is that hard work does not always pay off. And what’s even worse for him, even if his work does pay off, he probably won’t make a lot of money.

Money really is a big thing, particularly if you don’t have it! When you don’t have it, it becomes the major consideration in your every decision. He went to ENS Paris presumably because he would be fully funded there. But his life only became more miserable – he did not know french! He doesn’t even make friends in China, how could he live there? (And here you have me who waste bulks of fund purchasing eroge! Definitely not well spent!)

Seriously, mathematics is only for those who are rich and can care less about his own life than the prosperity of human mind, or those who are just insanely clever. And you will also need a lot of determination when you are not achieving. As one who chose to do engineering, I always looked up to those who had the talent and dared to do theory.

He is talented but he is no Ramanujan, and he’s not met a Hardy. Perhaps mathematics is not the right thing for him to do. Does he still love mathematics after all these frustrations? Did he ever considered doing something else or was he even interested in anything else? I’m not sure.

He wrote in the e-mail that he does not want to work on fundamental theories anymore and intended to do statistics and something else more practically useful. His girlfriend told me that he just wanted to be teaching in a high school. What a waste. He deserved more.

Being one of the few people he can turn to, I fell obliged to give an answer. I don’t even know what to say at this point. Do I tell him to quit? I really hope that he can keep doing mathematics and give us some big results. I’ve kinda betrayed my childhood dream to be a scientist, I hope he won’t do the same. Do I tell him to continue? It may destroy him if he does not achieve. Do I tell him to be more open minded? I does not seem that he has much freedom to choose a life. Do I tell him to try to be positive and enjoy life? He does not have that luxury! Do I tell him to not worry about life and that I am willing to support him? How am I able support him in the first place?

Maybe life could have been better if we spent more time together. I could become more hardworking and motivated and he could become more open and have a better attitude by making a close friend.

I need to figure out the answer. Wish him the best.