Equivariance as a Design Principle (principle)
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Architectures are usually chosen for what they can compute, but the sharper criterion is what they cannot distinguish: matching the symmetries of the problem removes the need to learn them from data. This principle is why convolution appears in vision and why attention appears in sequences.
It is a principle rather than a theorem because the symmetry of the problem is a modelling judgement. Once it is identified, however, the consequence is exact: a layer that commutes with the symmetry group reduces the function space being searched rather than merely biasing the search.
Principle (equivariance). Let \(G\) be a group acting on inputs and outputs, and let \(T_g\) denote the action of \(g \in G\). A layer \(f\) is equivariant when
$$ f(T_g x) = T_g f(x) \qquad \text{for every } g \in G , $$and invariant when \(f(T_g x) = f(x)\). The principle is to choose \(f\) from the equivariant class when the task itself satisfies \(f^{\star}(T_g x) = T_g f^{\star}(x)\). Standard instances: translation for a convolution, permutation for a set encoder, rotation for a point-cloud network — and for a transformer with no position embedding, permutation of the tokens.
The principle also predicts where an architecture will struggle: a model that is equivariant to a symmetry the task does not have must spend capacity learning to break it, which is why position embeddings are needed at all.