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Be it in debugging, testing, code review or, more recently, pair programming with AI assistance: in all these activities, software engineers need to understand source code. Accordingly, plenty of research is taking place in the field to find out, for example, what makes code easy to understand and which tools can best support developers in their comprehension process. And while any code comprehension researcher certainly has a rough idea of what they mean when they mention a developer having a good understanding of a piece of code, to date, the research community has not managed to define source code comprehension as a concept. Instead, in primary research on code comprehension, an implicit definition by task prevails, i.e., code comprehension is what the experimental tasks measure. This approach has two negative consequences. First, it makes it difficult to conduct secondary research. Currently, each code comprehension primary study uses different comprehension tasks and measures, and thus it is not clear whether different studies intend to measure the same construct. Second, authors of a primary study run into the difficulty of justifying their design decisions without a definition of what they attempt to measure. An operationalization of an insufficiently described construct occurs, which poses a threat to construct validity. The task of defining code comprehension considering the theory of the past fifty years is not an easy one. Nor is it a task that every author of a primary study must accomplish on their own. Therefore, this paper constitutes a reference work that defines source code comprehension and presents a conceptual framework in which researchers can anchor their empirical code comprehension research.

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代碼(Code)是專知網的一個重要知識資料文檔板塊,旨在整理收錄論文源代碼、復現代碼,經典工程代碼等,便于用戶查閱下載使用。

Deep reinforcement learning offers notable benefits in addressing combinatorial problems over traditional solvers, reducing the reliance on domain-specific knowledge and expert solutions, and improving computational efficiency. Despite the recent surge in interest in neural combinatorial optimization, practitioners often do not have access to a standardized code base. Moreover, different algorithms are frequently based on fragmentized implementations that hinder reproducibility and fair comparison. To address these challenges, we introduce RL4CO, a unified Reinforcement Learning (RL) for Combinatorial Optimization (CO) library. We employ state-of-the-art software and best practices in implementation, such as modularity and configuration management, to be flexible, easily modifiable, and extensible by researchers. Thanks to our unified codebase, we benchmark baseline RL solvers with different evaluation schemes on zero-shot performance, generalization, and adaptability on diverse tasks. Notably, we find that some recent methods may fall behind their predecessors depending on the evaluation settings. We hope RL4CO will encourage the exploration of novel solutions to complex real-world tasks, allowing the community to compare with existing methods through a unified framework that decouples the science from software engineering. We open-source our library at //github.com/ai4co/rl4co.

The current fabrication and assembly of fluidic circuits for soft robots relies heavily on manual processes; as the complexity of fluidic circuits increases, manual assembly becomes increasingly arduous, error-prone, and timeconsuming. We introduce a software tool that generates printable fluidic networks automatically. We provide a library of fluidic logic elements that are easily 3D printed from thermoplastic polyurethanes using Fused Deposition Modeling only. Our software tool and component library allow the development of arbitrary soft digital circuits. We demonstrate a variable frequency ring oscillator and a full adder. The simplicity of our approach using FDM printers only, democratizes fluidic circuit implementation beyond specialized laboratories. Our software is available on GitHub (//github.com/roboticmaterialsgroup/FluidLogic).

With the recent surge in the use of touchscreen devices, free-hand sketching has emerged as a promising modality for human-computer interaction. While previous research has focused on tasks such as recognition, retrieval, and generation of familiar everyday objects, this study aims to create a Sketch Input Method Editor (SketchIME) specifically designed for a professional C4I system. Within this system, sketches are utilized as low-fidelity prototypes for recommending standardized symbols in the creation of comprehensive situation maps. This paper also presents a systematic dataset comprising 374 specialized sketch types, and proposes a simultaneous recognition and segmentation architecture with multilevel supervision between recognition and segmentation to improve performance and enhance interpretability. By incorporating few-shot domain adaptation and class-incremental learning, the network's ability to adapt to new users and extend to new task-specific classes is significantly enhanced. Results from experiments conducted on both the proposed dataset and the SPG dataset illustrate the superior performance of the proposed architecture. Our dataset and code are publicly available at //github.com/Anony517/SketchIME.

Liesel is a new probabilistic programming framework developed with the aim of supporting research on Bayesian inference based on Markov chain Monte Carlo (MCMC) simulations in general and semi-parametric regression specifications in particular. Its three main components are (i) an R interface (RLiesel) for the configuration of an initial semi-parametric regression model, (ii) a graph-based model building library, where the initial model graph can be manipulated to incorporate new research ideas, and (iii) an MCMC library for designing modular inference algorithms combining multiple types of well-tested and possibly customized MCMC kernels. The graph builder as well as the MCMC library are implemented in Python, relying on JAX as a numerical computing library, and can therefore benefit from the latest machine learning technology such as automatic differentiation, just-in-time (JIT) compilation, and the use of high-performance computing devices such as tensor processing units (TPUs). Liesel provides all required tools for efficient and reliable statistical research on complex models and estimation algorithms. Its modular design allows users to expand the model library and inference algorithms, offering the flexibility and customization options to tailor the software to any specific research needs.

We present ReLU-QP, a GPU-accelerated solver for quadratic programs (QPs) that is capable of solving high-dimensional control problems at real-time rates. ReLU-QP is derived by exactly reformulating the Alternating Direction Method of Multipliers (ADMM) algorithm for solving QPs as a deep, weight-tied neural network with rectified linear unit (ReLU) activations. This reformulation enables the deployment of ReLU-QP on GPUs using standard machine-learning toolboxes. We evaluate the performance of ReLU-QP across three model-predictive control (MPC) benchmarks: stabilizing random linear dynamical systems with control limits, balancing an Atlas humanoid robot on a single foot, and tracking whole-body reference trajectories on a quadruped equipped with a six-degree-of-freedom arm. These benchmarks indicate that ReLU-QP is competitive with state-of-the-art CPU-based solvers for small-to-medium-scale problems and offers order-of-magnitude speed improvements for larger-scale problems.

As robots become more widely available outside industrial settings, the need for reliable object grasping and manipulation is increasing. In such environments, robots must be able to grasp and manipulate novel objects in various situations. This paper presents GraspCaps, a novel architecture based on Capsule Networks for generating per-point 6D grasp configurations for familiar objects. GraspCaps extracts a rich feature vector of the objects present in the point cloud input, which is then used to generate per-point grasp vectors. This approach allows the network to learn specific grasping strategies for each object category. In addition to GraspCaps, the paper also presents a method for generating a large object-grasping dataset using simulated annealing. The obtained dataset is then used to train the GraspCaps network. Through extensive experiments, we evaluate the performance of the proposed approach, particularly in terms of the success rate of grasping familiar objects in challenging real and simulated scenarios. The experimental results showed that the overall object-grasping performance of the proposed approach is significantly better than the selected baseline. This superior performance highlights the effectiveness of the GraspCaps in achieving successful object grasping across various scenarios.

Autonomic computing investigates how systems can achieve (user) specified control outcomes on their own, without the intervention of a human operator. Autonomic computing fundamentals have been substantially influenced by those of control theory for closed and open-loop systems. In practice, complex systems may exhibit a number of concurrent and inter-dependent control loops. Despite research into autonomic models for managing computer resources, ranging from individual resources (e.g., web servers) to a resource ensemble (e.g., multiple resources within a data center), research into integrating Artificial Intelligence (AI) and Machine Learning (ML) to improve resource autonomy and performance at scale continues to be a fundamental challenge. The integration of AI/ML to achieve such autonomic and self-management of systems can be achieved at different levels of granularity, from full to human-in-the-loop automation. In this article, leading academics, researchers, practitioners, engineers, and scientists in the fields of cloud computing, AI/ML, and quantum computing join to discuss current research and potential future directions for these fields. Further, we discuss challenges and opportunities for leveraging AI and ML in next generation computing for emerging computing paradigms, including cloud, fog, edge, serverless and quantum computing environments.

Images can convey rich semantics and induce various emotions in viewers. Recently, with the rapid advancement of emotional intelligence and the explosive growth of visual data, extensive research efforts have been dedicated to affective image content analysis (AICA). In this survey, we will comprehensively review the development of AICA in the recent two decades, especially focusing on the state-of-the-art methods with respect to three main challenges -- the affective gap, perception subjectivity, and label noise and absence. We begin with an introduction to the key emotion representation models that have been widely employed in AICA and description of available datasets for performing evaluation with quantitative comparison of label noise and dataset bias. We then summarize and compare the representative approaches on (1) emotion feature extraction, including both handcrafted and deep features, (2) learning methods on dominant emotion recognition, personalized emotion prediction, emotion distribution learning, and learning from noisy data or few labels, and (3) AICA based applications. Finally, we discuss some challenges and promising research directions in the future, such as image content and context understanding, group emotion clustering, and viewer-image interaction.

Sentiment analysis is a widely studied NLP task where the goal is to determine opinions, emotions, and evaluations of users towards a product, an entity or a service that they are reviewing. One of the biggest challenges for sentiment analysis is that it is highly language dependent. Word embeddings, sentiment lexicons, and even annotated data are language specific. Further, optimizing models for each language is very time consuming and labor intensive especially for recurrent neural network models. From a resource perspective, it is very challenging to collect data for different languages. In this paper, we look for an answer to the following research question: can a sentiment analysis model trained on a language be reused for sentiment analysis in other languages, Russian, Spanish, Turkish, and Dutch, where the data is more limited? Our goal is to build a single model in the language with the largest dataset available for the task, and reuse it for languages that have limited resources. For this purpose, we train a sentiment analysis model using recurrent neural networks with reviews in English. We then translate reviews in other languages and reuse this model to evaluate the sentiments. Experimental results show that our robust approach of single model trained on English reviews statistically significantly outperforms the baselines in several different languages.

Distant supervision can effectively label data for relation extraction, but suffers from the noise labeling problem. Recent works mainly perform soft bag-level noise reduction strategies to find the relatively better samples in a sentence bag, which is suboptimal compared with making a hard decision of false positive samples in sentence level. In this paper, we introduce an adversarial learning framework, which we named DSGAN, to learn a sentence-level true-positive generator. Inspired by Generative Adversarial Networks, we regard the positive samples generated by the generator as the negative samples to train the discriminator. The optimal generator is obtained until the discrimination ability of the discriminator has the greatest decline. We adopt the generator to filter distant supervision training dataset and redistribute the false positive instances into the negative set, in which way to provide a cleaned dataset for relation classification. The experimental results show that the proposed strategy significantly improves the performance of distant supervision relation extraction comparing to state-of-the-art systems.

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