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Proof Blocks is a software tool that allows students to practice writing mathematical proofs by dragging and dropping lines instead of writing proofs from scratch. Proof Blocks offers the capability of assigning partial credit and providing solution quality feedback to students. This is done by computing the edit distance from a student's submission to some predefined set of solutions. In this work, we propose an algorithm for the edit distance problem that significantly outperforms the baseline procedure of exhaustively enumerating over the entire search space. Our algorithm relies on a reduction to the minimum vertex cover problem. We benchmark our algorithm on thousands of student submissions from multiple courses, showing that the baseline algorithm is intractable, and that our proposed algorithm is critical to enable classroom deployment. Our new algorithm has also been used for problems in many other domains where the solution space can be modeled as a DAG, including but not limited to Parsons Problems for writing code, helping students understand packet ordering in networking protocols, and helping students sketch solution steps for physics problems. Integrated into multiple learning management systems, the algorithm serves thousands of students each year.

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Large language models (LLMs) encode a vast amount of world knowledge acquired from massive text datasets. Recent studies have demonstrated that LLMs can assist an algorithm agent in solving complex sequential decision making tasks in embodied environments by providing high-level instructions. However, interacting with LLMs can be time-consuming, as in many practical scenarios, they require a significant amount of storage space that can only be deployed on remote cloud server nodes. Additionally, using commercial LLMs can be costly since they may charge based on usage frequency. In this paper, we explore how to enable efficient and cost-effective interactions between the agent and an LLM. We propose a reinforcement learning based mediator model that determines when it is necessary to consult LLMs for high-level instructions to accomplish a target task. Experiments on 4 MiniGrid environments that entail planning sub-goals demonstrate that our method can learn to solve target tasks with only a few necessary interactions with an LLM, significantly reducing interaction costs in testing environments, compared with baseline methods. Experimental results also suggest that by learning a mediator model to interact with the LLM, the agent's performance becomes more robust against both exploratory and stochastic environments.

Dynamic task assignment involves assigning arriving tasks to a limited number of resources in order to minimize the overall cost of the assignments. To achieve optimal task assignment, it is necessary to model the assignment problem first. While there exist separate formalisms, specifically Markov Decision Processes and (Colored) Petri Nets, to model, execute, and solve different aspects of the problem, there is no integrated modeling technique. To address this gap, this paper proposes Action-Evolution Petri Nets (A-E PN) as a framework for modeling and solving dynamic task assignment problems. A-E PN provides a unified modeling technique that can represent all elements of dynamic task assignment problems. Moreover, A-E PN models are executable, which means they can be used to learn close-to-optimal assignment policies through Reinforcement Learning (RL) without additional modeling effort. To evaluate the framework, we define a taxonomy of archetypical assignment problems. We show for three cases that A-E PN can be used to learn close-to-optimal assignment policies. Our results suggest that A-E PN can be used to model and solve a broad range of dynamic task assignment problems.

Spiking neural networks (SNNs) have been widely used due to their strong biological interpretability and high energy efficiency. With the introduction of the backpropagation algorithm and surrogate gradient, the structure of spiking neural networks has become more complex, and the performance gap with artificial neural networks has gradually decreased. However, most SNN hardware implementations for field-programmable gate arrays (FPGAs) cannot meet arithmetic or memory efficiency requirements, which significantly restricts the development of SNNs. They do not delve into the arithmetic operations between the binary spikes and synaptic weights or assume unlimited on-chip RAM resources by using overly expensive devices on small tasks. To improve arithmetic efficiency, we analyze the neural dynamics of spiking neurons, generalize the SNN arithmetic operation to the multiplex-accumulate operation, and propose a high-performance implementation of such operation by utilizing the DSP48E2 hard block in Xilinx Ultrascale FPGAs. To improve memory efficiency, we design a memory system to enable efficient synaptic weights and membrane voltage memory access with reasonable on-chip RAM consumption. Combining the above two improvements, we propose an FPGA accelerator that can process spikes generated by the firing neuron on-the-fly (FireFly). FireFly is the first SNN accelerator that incorporates DSP optimization techniques into SNN synaptic operations. FireFly is implemented on several FPGA edge devices with limited resources but still guarantees a peak performance of 5.53TOP/s at 300MHz. As a lightweight accelerator, FireFly achieves the highest computational density efficiency compared with existing research using large FPGA devices.

Robots are notoriously difficult to design because of complex interdependencies between their physical structure, sensory and motor layouts, and behavior. Despite this, almost every detail of every robot built to date has been manually determined by a human designer after several months or years of iterative ideation, prototyping, and testing. Inspired by evolutionary design in nature, the automated design of robots using evolutionary algorithms has been attempted for two decades, but it too remains inefficient: days of supercomputing are required to design robots in simulation that, when manufactured, exhibit desired behavior. Here we show for the first time de-novo optimization of a robot's structure to exhibit a desired behavior, within seconds on a single consumer-grade computer, and the manufactured robot's retention of that behavior. Unlike other gradient-based robot design methods, this algorithm does not presuppose any particular anatomical form; starting instead from a randomly-generated apodous body plan, it consistently discovers legged locomotion, the most efficient known form of terrestrial movement. If combined with automated fabrication and scaled up to more challenging tasks, this advance promises near instantaneous design, manufacture, and deployment of unique and useful machines for medical, environmental, vehicular, and space-based tasks.

The trade-off between reliability, latency, and energy-efficiency is a central problem in communication systems. Advanced hybrid automated repeat request (HARQ) techniques can reduce the number of retransmissions required for reliable communication, but they have a significant computational cost. On the other hand, strict energy constraints apply mainly to devices, while the access point receiving their packets is usually connected to the electrical grid. Therefore, moving the computational complexity required for HARQ schemes from the transmitter to the receiver may provide a way to overcome this trade-off. To achieve this, we propose the Reinforcement-based Adaptive Feedback (RAF) scheme, in which the receiver adaptively learns how much additional redundancy it requires to decode a packet and sends rich feedback (i.e., more than a single bit), requesting the coded retransmission of specific symbols. Simulation results show that the RAF scheme achieves a better trade-off between energy-efficiency, reliability, and latency, compared to existing HARQ solutions and a fixed threshold-based policy. Our RAF scheme can easily adapt to different modulation schemes, and since it relies on the posterior probabilities of the codeword symbols at the decoder, it can generalize to different channel statistics.

Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a given temporal specification), program repair (setting values of variables to avoid exceptions), and synchronization synthesis (adding lock/unlock statements in multi-threaded programs to satisfy safety assertions). In all these applications, a solution directly corresponds to a winning strategy for one of the players in the induced game. In turn, \emph{logically-specified} games offer a powerful way to model these tasks for large or infinite-state systems. Much of the techniques proposed for solving such games typically rely on abstraction-refinement or template-based solutions. In this paper, we show how to apply classical fixpoint algorithms, that have hitherto been used in explicit, finite-state, settings, to a symbolic logical setting. We implement our techniques in a tool called GenSys-LTL and show that they are not only effective in synthesizing valid controllers for a variety of challenging benchmarks from the literature, but often compute maximal winning regions and maximally-permissive controllers. We achieve \textbf{46.38X speed-up} over the state of the art and also scale well for non-trivial LTL specifications.

Many machine learning problems require performing dataset valuation, i.e. to quantify the incremental gain, to some relevant pre-defined utility, of aggregating an individual dataset to others. As seminal examples, dataset valuation has been leveraged in collaborative and federated learning to create incentives for data sharing across several data owners. The Shapley value has recently been proposed as a principled tool to achieve this goal due to formal axiomatic justification. Since its computation often requires exponential time, standard approximation strategies based on Monte Carlo integration have been considered. Such generic approximation methods, however, remain expensive in some cases. In this paper, we exploit the knowledge about the structure of the dataset valuation problem to devise more efficient Shapley value estimators. We propose a novel approximation of the Shapley value, referred to as discrete uniform Shapley (DU-Shapley) which is expressed as an expectation under a discrete uniform distribution with support of reasonable size. We justify the relevancy of the proposed framework via asymptotic and non-asymptotic theoretical guarantees and show that DU-Shapley tends towards the Shapley value when the number of data owners is large. The benefits of the proposed framework are finally illustrated on several dataset valuation benchmarks. DU-Shapley outperforms other Shapley value approximations, even when the number of data owners is small.

We propose an approach to find low-makespan solutions to multi-robot multi-task planning problems in environments where robots block each other from completing tasks simultaneously. We introduce a formulation of the problem that allows for an approach based on greedy descent with random restarts for generation of the task assignment and task sequence. We then use a multi-agent path planner to evaluate the makespan of a given assignment and sequence. The planner decomposes the problem into multiple simple subproblems that only contain a single robots and a single task, and can thus be solved quickly to produce a solution for a fixed task sequence. The solutions to the subproblems are then combined to form a valid solution to the original problem. We showcase the approach on robotic stippling and robotic bin picking with up to 4 robot arms. The makespan of the solutions found by our algorithm are up to 30% lower compared to a greedy approach.

As the number of credit card users has increased, detecting fraud in this domain has become a vital issue. Previous literature has applied various supervised and unsupervised machine learning methods to find an effective fraud detection system. However, some of these methods require an enormous amount of time to achieve reasonable accuracy. In this paper, an Asexual Reproduction Optimization (ARO) approach was employed, which is a supervised method to detect credit card fraud. ARO refers to a kind of production in which one parent produces some offspring. By applying this method and sampling just from the majority class, the effectiveness of the classification is increased. A comparison to Artificial Immune Systems (AIS), which is one of the best methods implemented on current datasets, has shown that the proposed method is able to remarkably reduce the required training time and at the same time increase the recall that is important in fraud detection problems. The obtained results show that ARO achieves the best cost in a short time, and consequently, it can be considered a real-time fraud detection system.

Federated learning (FL) is a machine learning setting where many clients (e.g. mobile devices or whole organizations) collaboratively train a model under the orchestration of a central server (e.g. service provider), while keeping the training data decentralized. FL embodies the principles of focused data collection and minimization, and can mitigate many of the systemic privacy risks and costs resulting from traditional, centralized machine learning and data science approaches. Motivated by the explosive growth in FL research, this paper discusses recent advances and presents an extensive collection of open problems and challenges.

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