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Epistasis is a phenomenon in which a phenotype outcome is determined by the interaction of genetic variation at two or more loci and it cannot be attributed to the additive combination of effects corresponding to the individual loci. Although it has been more than 100 years since William Bateson introduced this concept, it still is a topic under active research. Locating epistatic interactions is a computationally expensive challenge that involves analyzing an exponentially growing number of combinations. Authors in this field have resorted to a multitude of hardware architectures in order to speed up the search, but little to no attention has been paid to the vector instructions that current CPUs include in their instruction sets. This work extends an existing third-order exhaustive algorithm to support the search of epistasis interactions of any order and discusses multiple SIMD implementations of the different functions that compose the search using Intel AVX Intrinsics. Results using the GCC and the Intel compiler show that the 512-bit explicit vector implementation proposed here performs the best out of all of the other implementations evaluated. The proposed 512-bit vectorization accelerates the original implementation of the algorithm by an average factor of 7 and 12, for GCC and the Intel Compiler, respectively, in the scenarios tested.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · Machine Learning · 學成 · Better · 講稿 ·
2022 年 4 月 20 日

Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.

The basic goal of survivable network design is to build cheap networks that guarantee the connectivity of certain pairs of nodes despite the failure of a few edges or nodes. A celebrated result by Jain [Combinatorica'01] provides a 2-approximation for a wide class of these problems. However nothing better is known even for very basic special cases, raising the natural question whether any improved approximation factor is possible at all. In this paper we address one of the most basic problems in this family for which 2 is still the best-known approximation factor, the Forest Augmentation Problem (FAP): given an undirected unweighted graph (that w.l.o.g. is a forest) and a collection of extra edges (links), compute a minimum cardinality subset of links whose addition to the graph makes it 2-edge-connected. Several better-than-2 approximation algorithms are known for the special case where the input graph is a tree, a.k.a. the Tree Augmentation Problem (TAP). Recently this was achieved also for the weighted version of TAP, and for the k-edge-connectivity generalization of TAP. These results heavily exploit the fact that the input graph is connected, a condition that does not hold in FAP. In this paper we breach the 2-approximation barrier for FAP. Our result is based on two main ingredients. First, we describe a reduction to the Path Augmentation Problem (PAP), the special case of FAP where the input graph is a collection of disjoint paths. Our reduction is not approximation preserving, however it is sufficiently accurate to improve on a factor 2 approximation. Second, we present a better-than-2 approximation algorithm for PAP, an open problem on its own. Here we exploit a novel notion of implicit credits which might turn out to be helpful in future related work.

As the final stage of the multi-stage recommender system (MRS), reranking directly affects users' experience and satisfaction, thus playing a critical role in MRS. Despite the improvement achieved in the existing work, three issues are yet to be solved. First, users' historical behaviors contain rich preference information, such as users' long and short-term interests, but are not fully exploited in reranking. Previous work typically treats items in history equally important, neglecting the dynamic interaction between the history and candidate items. Second, existing reranking models focus on learning interactions at the item level while ignoring the fine-grained feature-level interactions. Lastly, estimating the reranking score on the ordered initial list before reranking may lead to the early scoring problem, thereby yielding suboptimal reranking performance. To address the above issues, we propose a framework named Multi-level Interaction Reranking (MIR). MIR combines low-level cross-item interaction and high-level set-to-list interaction, where we view the candidate items to be reranked as a set and the users' behavior history in chronological order as a list. We design a novel SLAttention structure for modeling the set-to-list interactions with personalized long-short term interests. Moreover, feature-level interactions are incorporated to capture the fine-grained influence among items. We design MIR in such a way that any permutation of the input items would not change the output ranking, and we theoretically prove it. Extensive experiments on three public and proprietary datasets show that MIR significantly outperforms the state-of-the-art models using various ranking and utility metrics.

Runtime verification or runtime monitoring equips safety-critical cyber-physical systems to augment design assurance measures and ensure operational safety and security. Cyber-physical systems have interaction failures, attack surfaces, and attack vectors resulting in unanticipated hazards and loss scenarios. These interaction failures pose challenges to runtime verification regarding monitoring specifications and monitoring placements for in-time detection of hazards. We develop a well-formed workflow model that connects system theoretic process analysis, commonly referred to as STPA, hazard causation information to lower-level runtime monitoring to detect hazards at the operational phase. Specifically, our model follows the DepDevOps paradigm to provide evidence and insights to runtime monitoring on what to monitor, where to monitor, and the monitoring context. We demonstrate and evaluate the value of multilevel monitors by injecting hazards on an autonomous emergency braking system model.

Multi-access edge computing (MEC) is an emerging paradigm that pushes resources for sensing, communications, computing, storage and intelligence (SCCSI) to the premises closer to the end users, i.e., the edge, so that they could leverage the nearby rich resources to improve their quality of experience (QoE). Due to the growing emerging applications targeting at intelligentizing life-sustaining cyber-physical systems, this paradigm has become a hot research topic, particularly when MEC is utilized to provide edge intelligence and real-time processing and control. This article is to elaborate the research issues along this line, including basic concepts and performance metrics, killer applications, architectural design, modeling approaches and solutions, and future research directions. It is hoped that this article provides a quick introduction to this fruitful research area particularly for beginning researchers.

There has been an arising trend of adopting deep learning methods to study partial differential equations (PDEs). This article is to propose a Deep Learning Galerkin Method (DGM) for the closed-loop geothermal system, which is a new coupled multi-physics PDEs and mainly consists of a framework of underground heat exchange pipelines to extract the geothermal heat from the geothermal reservoir. This method is a natural combination of Galerkin Method and machine learning with the solution approximated by a neural network instead of a linear combination of basis functions. We train the neural network by randomly sampling the spatiotemporal points and minimize loss function to satisfy the differential operators, initial condition, boundary and interface conditions. Moreover, the approximate ability of the neural network is proved by the convergence of the loss function and the convergence of the neural network to the exact solution in L^2 norm under certain conditions. Finally, some numerical examples are carried out to demonstrate the approximation ability of the neural networks intuitively.

Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.

Most existing works of polar codes focus on the analysis of block error probability. However, in many scenarios, bit error probability is also important for evaluating the performance of channel codes. In this paper, we establish a new framework to analyze the bit error probability of polar codes. Specifically, by revisiting the error event of bit-channel, we first introduce the conditional bit error probability as a metric to evaluate the reliability of bit-channel for both systematic and non-systematic polar codes. Guided by the concept of polar subcode, we then derive an upper bound on the conditional bit error probability of each bit-channel, and accordingly, an upper bound on the bit error probability of polar codes. Based on these, two types of construction metrics aiming at minimizing the bit error probability of polar codes are proposed, which are of linear computational complexity and explicit forms. Simulation results show that the polar codes constructed by the proposed methods can outperform those constructed by the conventional methods.

We present a pipelined multiplier with reduced activities and minimized interconnect based on online digit-serial arithmetic. The working precision has been truncated such that $p<n$ bits are used to compute $n$ bits product, resulting in significant savings in area and power. The digit slices follow variable precision according to input, increasing upto $p$ and then decreases according to the error profile. Pipelining has been done to achieve high throughput and low latency which is desirable for compute intensive inner products. Synthesis results of the proposed designs have been presented and compared with the non-pipelined online multiplier, pipelined online multiplier with full working precision and conventional serial-parallel and array multipliers. For $8, 16, 24$ and $32$ bit precision, the proposed low power pipelined design show upto $38\%$ and $44\%$ reduction in power and area respectively compared to the pipelined online multiplier without working precision truncation.

With the rise and development of deep learning, computer vision has been tremendously transformed and reshaped. As an important research area in computer vision, scene text detection and recognition has been inescapably influenced by this wave of revolution, consequentially entering the era of deep learning. In recent years, the community has witnessed substantial advancements in mindset, approach and performance. This survey is aimed at summarizing and analyzing the major changes and significant progresses of scene text detection and recognition in the deep learning era. Through this article, we devote to: (1) introduce new insights and ideas; (2) highlight recent techniques and benchmarks; (3) look ahead into future trends. Specifically, we will emphasize the dramatic differences brought by deep learning and the grand challenges still remained. We expect that this review paper would serve as a reference book for researchers in this field. Related resources are also collected and compiled in our Github repository: //github.com/Jyouhou/SceneTextPapers.

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