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The fidelity of quantum programs in the NISQ era is limited by high levels of device noise. To increase the fidelity of quantum programs running on NISQ devices, a variety of optimizations have been proposed. These include mapping passes, routing passes, scheduling methods and standalone optimisations which are usually incorporated into a transpiler as passes. Popular transpilers such as those proposed by Qiskit, Cirq and Cambridge Quantum Computing make use of these extensively. However, choosing the right set of transpiler passes and the right configuration for each pass is a challenging problem. Transpilers often make critical decisions using heuristics since the ideal choices are impossible to identify without knowing the target application outcome. Further, the transpiler also makes simplifying assumptions about device noise that often do not hold in the real world. As a result, we often see effects where the fidelity of a target application decreases despite using state-of-the-art optimisations. To overcome this challenge, we propose OPTRAN, a framework for Choosing an Optimal Pass Set for Quantum Transpilation. OPTRAN uses classically simulable quantum circuits composed entirely of Clifford gates, that resemble the target application, to estimate how different passes interact with each other in the context of the target application. OPTRAN then uses this information to choose the optimal combination of passes that maximizes the target application's fidelity when run on the actual device. Our experiments on IBM machines show that OPTRAN improves fidelity by 87.66% of the maximum possible limit over the baseline used by IBM Qiskit. We also propose low-cost variants of OPTRAN, called OPTRAN-E-3 and OPTRAN-E-1 that improve fidelity by 78.33% and 76.66% of the maximum permissible limit over the baseline at a 58.33% and 69.44% reduction in cost compared to OPTRAN respectively.

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Pearl's do calculus is a complete axiomatic approach to learn the identifiable causal effects from observational data. When such an effect is not identifiable, it is necessary to perform a collection of often costly interventions in the system to learn the causal effect. In this work, we consider the problem of designing the collection of interventions with the minimum cost to identify the desired effect. First, we prove that this problem is NP-hard, and subsequently propose an algorithm that can either find the optimal solution or a logarithmic-factor approximation of it. This is done by establishing a connection between our problem and the minimum hitting set problem. Additionally, we propose several polynomial-time heuristic algorithms to tackle the computational complexity of the problem. Although these algorithms could potentially stumble on sub-optimal solutions, our simulations show that they achieve small regrets on random graphs.

Understanding how helpful a visualization is from experimental results is difficult because the observed performance is confounded with aspects of the study design, such as how useful the information that is visualized is for the task. We develop a rational agent framework for designing and interpreting visualization experiments. Our framework conceives two experiments with the same setup: one with behavioral agents (human subjects), and the other one with a hypothetical rational agent. A visualization is evaluated by comparing the expected performance of behavioral agents to that of a rational agent under different assumptions. Using recent visualization decision studies from the literature, we demonstrate how the framework can be used to pre-experimentally evaluate the experiment design by bounding the expected improvement in performance from having access to visualizations, and post-experimentally to deconfound errors of information extraction from errors of optimization, among other analyses.

In object detection, the cost of labeling is much high because it needs not only to confirm the categories of multiple objects in an image but also to accurately determine the bounding boxes of each object. Thus, integrating active learning into object detection will raise pretty positive significance. In this paper, we propose a classification committee for active deep object detection method by introducing a discrepancy mechanism of multiple classifiers for samples' selection when training object detectors. The model contains a main detector and a classification committee. The main detector denotes the target object detector trained from a labeled pool composed of the selected informative images. The role of the classification committee is to select the most informative images according to their uncertainty values from the view of classification, which is expected to focus more on the discrepancy and representative of instances. Specifically, they compute the uncertainty for a specified instance within the image by measuring its discrepancy output by the committee pre-trained via the proposed Maximum Classifiers Discrepancy Group Loss (MCDGL). The most informative images are finally determined by selecting the ones with many high-uncertainty instances. Besides, to mitigate the impact of interference instances, we design a Focus on Positive Instances Loss (FPIL) to make the committee the ability to automatically focus on the representative instances as well as precisely encode their discrepancies for the same instance. Experiments are conducted on Pascal VOC and COCO datasets versus some popular object detectors. And results show that our method outperforms the state-of-the-art active learning methods, which verifies the effectiveness of the proposed method.

Sequential transfer optimization (STO), which aims to improve the optimization performance on a task at hand by exploiting the knowledge captured from several previously-solved optimization tasks stored in a database, has been gaining increasing research attention over the years. However, despite remarkable advances in algorithm design, the development of a systematic benchmark suite for comprehensive comparisons of STO algorithms received far less attention. Existing test problems are either simply generated by assembling other benchmark functions or extended from specific practical problems with limited variations. The relationships between the optimal solutions of the source and target tasks in these problems are always manually configured, limiting their ability to model different relationships presented in real-world problems. Consequently, the good performance achieved by an algorithm on these problems might be biased and could not be generalized to other problems. In light of the above, in this study, we first introduce four rudimentary concepts for characterizing STO problems (STOPs) and present an important problem feature, namely similarity distribution, which quantitatively delineates the relationship between the optima of the source and target tasks. Then, we propose the general design guidelines and a problem generator with superior scalability. Specifically, the similarity distribution of an STOP can be easily customized, enabling a continuous spectrum of representation of the diverse similarity relationships of real-world problems. Lastly, a benchmark suite with 12 STOPs featured by a variety of customized similarity relationships is developed using the proposed generator, which would serve as an arena for STO algorithms and provide more comprehensive evaluation results. The source code of the problem generator is available at //github.com/XmingHsueh/STOP-G.

Contrastive learning models have achieved great success in unsupervised visual representation learning, which maximize the similarities between feature representations of different views of the same image, while minimize the similarities between feature representations of views of different images. In text summarization, the output summary is a shorter form of the input document and they have similar meanings. In this paper, we propose a contrastive learning model for supervised abstractive text summarization, where we view a document, its gold summary and its model generated summaries as different views of the same mean representation and maximize the similarities between them during training. We improve over a strong sequence-to-sequence text generation model (i.e., BART) on three different summarization datasets. Human evaluation also shows that our model achieves better faithfulness ratings compared to its counterpart without contrastive objectives.

Humans perceive the world by concurrently processing and fusing high-dimensional inputs from multiple modalities such as vision and audio. Machine perception models, in stark contrast, are typically modality-specific and optimised for unimodal benchmarks, and hence late-stage fusion of final representations or predictions from each modality (`late-fusion') is still a dominant paradigm for multimodal video classification. Instead, we introduce a novel transformer based architecture that uses `fusion bottlenecks' for modality fusion at multiple layers. Compared to traditional pairwise self-attention, our model forces information between different modalities to pass through a small number of bottleneck latents, requiring the model to collate and condense the most relevant information in each modality and only share what is necessary. We find that such a strategy improves fusion performance, at the same time reducing computational cost. We conduct thorough ablation studies, and achieve state-of-the-art results on multiple audio-visual classification benchmarks including Audioset, Epic-Kitchens and VGGSound. All code and models will be released.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Embedding entities and relations into a continuous multi-dimensional vector space have become the dominant method for knowledge graph embedding in representation learning. However, most existing models ignore to represent hierarchical knowledge, such as the similarities and dissimilarities of entities in one domain. We proposed to learn a Domain Representations over existing knowledge graph embedding models, such that entities that have similar attributes are organized into the same domain. Such hierarchical knowledge of domains can give further evidence in link prediction. Experimental results show that domain embeddings give a significant improvement over the most recent state-of-art baseline knowledge graph embedding models.

We advocate the use of implicit fields for learning generative models of shapes and introduce an implicit field decoder for shape generation, aimed at improving the visual quality of the generated shapes. An implicit field assigns a value to each point in 3D space, so that a shape can be extracted as an iso-surface. Our implicit field decoder is trained to perform this assignment by means of a binary classifier. Specifically, it takes a point coordinate, along with a feature vector encoding a shape, and outputs a value which indicates whether the point is outside the shape or not. By replacing conventional decoders by our decoder for representation learning and generative modeling of shapes, we demonstrate superior results for tasks such as shape autoencoding, generation, interpolation, and single-view 3D reconstruction, particularly in terms of visual quality.

Providing model-generated explanations in recommender systems is important to user experience. State-of-the-art recommendation algorithms -- especially the collaborative filtering (CF) based approaches with shallow or deep models -- usually work with various unstructured information sources for recommendation, such as textual reviews, visual images, and various implicit or explicit feedbacks. Though structured knowledge bases were considered in content-based approaches, they have been largely ignored recently due to the availability of vast amount of data and the learning power of many complex models. However, structured knowledge bases exhibit unique advantages in personalized recommendation systems. When the explicit knowledge about users and items is considered for recommendation, the system could provide highly customized recommendations based on users' historical behaviors and the knowledge is helpful for providing informed explanations regarding the recommended items. In this work, we propose to reason over knowledge base embeddings for explainable recommendation. Specifically, we propose a knowledge base representation learning framework to embed heterogeneous entities for recommendation, and based on the embedded knowledge base, a soft matching algorithm is proposed to generate personalized explanations for the recommended items. Experimental results on real-world e-commerce datasets verified the superior recommendation performance and the explainability power of our approach compared with state-of-the-art baselines.

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