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This paper considers the learning of logical (Boolean) functions with focus on the generalization on the unseen (GOTU) setting, a strong case of out-of-distribution generalization. This is motivated by the fact that the rich combinatorial nature of data in certain reasoning tasks (e.g., arithmetic/logic) makes representative data sampling challenging, and learning successfully under GOTU gives a first vignette of an 'extrapolating' or 'reasoning' learner. We then study how different network architectures trained by (S)GD perform under GOTU and provide both theoretical and experimental evidence that for a class of network models including instances of Transformers, random features models, and diagonal linear networks, a min-degree-interpolator is learned on the unseen. We also provide evidence that other instances with larger learning rates or mean-field networks reach leaky min-degree solutions. These findings lead to two implications: (1) we provide an explanation to the length generalization problem (e.g., Anil et al. 2022); (2) we introduce a curriculum learning algorithm called Degree-Curriculum that learns monomials more efficiently by incrementing supports.

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This report surveys advances in deep learning-based modeling techniques that address four different 3D indoor scene analysis tasks, as well as synthesis of 3D indoor scenes. We describe different kinds of representations for indoor scenes, various indoor scene datasets available for research in the aforementioned areas, and discuss notable works employing machine learning models for such scene modeling tasks based on these representations. Specifically, we focus on the analysis and synthesis of 3D indoor scenes. With respect to analysis, we focus on four basic scene understanding tasks -- 3D object detection, 3D scene segmentation, 3D scene reconstruction and 3D scene similarity. And for synthesis, we mainly discuss neural scene synthesis works, though also highlighting model-driven methods that allow for human-centric, progressive scene synthesis. We identify the challenges involved in modeling scenes for these tasks and the kind of machinery that needs to be developed to adapt to the data representation, and the task setting in general. For each of these tasks, we provide a comprehensive summary of the state-of-the-art works across different axes such as the choice of data representation, backbone, evaluation metric, input, output, etc., providing an organized review of the literature. Towards the end, we discuss some interesting research directions that have the potential to make a direct impact on the way users interact and engage with these virtual scene models, making them an integral part of the metaverse.

This paper presents a rigorous Bayesian analysis of the information in the signal (consisting of both the line-of-sight (LOS) path and reflections from multiple reconfigurable intelligent surfaces (RISs)) that originate from a single base station (BS) and is received by a user equipment (UE). For a comprehensive Bayesian analysis, both near and far field regimes are considered. The Bayesian analysis views both the location of the RISs and previous information about the UE as {\em a priori} information for UE localization. With outdated {\em a priori} information, the position and orientation offsets of the RISs become parameters that need to be estimated and fed back to the BS for correction. We first show that when the RIS elements have a half wavelength spacing, this RIS orientation offset is a factor in the pathloss of the RIS paths. Subsequently, we show through the Bayesian equivalent Fisher information matrix (EFIM) for the channel parameters that the RIS orientation offset cannot be corrected when there is an unknown phase offset in the received signal in the far-field regime. However, the corresponding EFIM for the channel parameters in the received signal observed in the near-field shows that this unknown phase offset does not hinder the estimation of the RIS orientation offset when the UE has more than one receive antenna. Furthermore, we use the EFIM for the UE location parameters to present bounds for UE localization in the presence of RIS uncertainty.

The capability of R to do symbolic mathematics is enhanced by the caracas package. This package uses the Python computer algebra library SymPy as a back-end but caracas is tightly integrated in the R environment. This enables the R user with symbolic mathematics within R at a high abstraction level rather than using text strings and text string manipulation as the case would be if using SymPy from R directly. We demonstrate how mathematics and statistics can benefit from bridging computer algebra and data via R. This is done thought a number of examples and we propose some topics for small student projects. The caracas package integrates well with e.g. Rmarkdown, and as such creation of scientific reports and teaching is supported.

Existing black box modeling approaches in machine learning suffer from a fixed input and output feature combination. In this paper, a new approach to reconstruct missing variables in a set of time series is presented. An autoencoder is trained as usual with every feature on both sides and the neural network parameters are fixed after this training. Then, the searched variables are defined as missing variables at the autoencoder input and optimized via automatic differentiation. This optimization is performed with respect to the available features loss calculation. With this method, different input and output feature combinations of the trained model can be realized by defining the searched variables as missing variables and reconstructing them. The combination can be changed without training the autoencoder again. The approach is evaluated on the base of a strongly nonlinear electrical component. It is working well for one of four variables missing and generally even for multiple missing variables.

Machine learning (ML) is widely used for key tasks in Connected and Automated Vehicles (CAV), including perception, planning, and control. However, its reliance on vehicular data for model training presents significant challenges related to in-vehicle user privacy and communication overhead generated by massive data volumes. Federated learning (FL) is a decentralized ML approach that enables multiple vehicles to collaboratively develop models, broadening learning from various driving environments, enhancing overall performance, and simultaneously securing local vehicle data privacy and security. This survey paper presents a review of the advancements made in the application of FL for CAV (FL4CAV). First, centralized and decentralized frameworks of FL are analyzed, highlighting their key characteristics and methodologies. Second, diverse data sources, models, and data security techniques relevant to FL in CAVs are reviewed, emphasizing their significance in ensuring privacy and confidentiality. Third, specific and important applications of FL are explored, providing insight into the base models and datasets employed for each application. Finally, existing challenges for FL4CAV are listed and potential directions for future work are discussed to further enhance the effectiveness and efficiency of FL in the context of CAV.

The broad objective of this paper is to propose a mathematical model for the study of causes of wage inequality and relate it to choices of consumption, the technologies of production, and the composition of labor in an economy. The paper constructs a Simple Closed Model, or an SCM, for short, for closed economies, in which the consumption and the production parts are clearly separated and yet coupled. The model is established as a specialization of the Arrow-Debreu model and its equilibria correspond directly with those of the general Arrow-Debreu model. The formulation allows us to identify the combinatorial data which link parameters of the economic system with its equilibria, in particular, the impact of consumer preferences on wages. The SCM model also allows the formulation and explicit construction of the consumer choice game, where expressed utilities of various labor classes serve as strategies with total or relative wages as the pay-offs. We illustrate, through examples, the mathematical details of the consumer choice game. We show that consumer preferences, expressed through modified utility functions, do indeed percolate through the economy, and influence not only prices but also production and wages. Thus, consumer choice may serve as an effective tool for wage redistribution.

As responsible AI gains importance in machine learning algorithms, properties such as fairness, adversarial robustness, and causality have received considerable attention in recent years. However, despite their individual significance, there remains a critical gap in simultaneously exploring and integrating these properties. In this paper, we propose a novel approach that examines the relationship between individual fairness, adversarial robustness, and structural causal models in heterogeneous data spaces, particularly when dealing with discrete sensitive attributes. We use causal structural models and sensitive attributes to create a fair metric and apply it to measure semantic similarity among individuals. By introducing a novel causal adversarial perturbation and applying adversarial training, we create a new regularizer that combines individual fairness, causality, and robustness in the classifier. Our method is evaluated on both real-world and synthetic datasets, demonstrating its effectiveness in achieving an accurate classifier that simultaneously exhibits fairness, adversarial robustness, and causal awareness.

Multimodality Representation Learning, as a technique of learning to embed information from different modalities and their correlations, has achieved remarkable success on a variety of applications, such as Visual Question Answering (VQA), Natural Language for Visual Reasoning (NLVR), and Vision Language Retrieval (VLR). Among these applications, cross-modal interaction and complementary information from different modalities are crucial for advanced models to perform any multimodal task, e.g., understand, recognize, retrieve, or generate optimally. Researchers have proposed diverse methods to address these tasks. The different variants of transformer-based architectures performed extraordinarily on multiple modalities. This survey presents the comprehensive literature on the evolution and enhancement of deep learning multimodal architectures to deal with textual, visual and audio features for diverse cross-modal and modern multimodal tasks. This study summarizes the (i) recent task-specific deep learning methodologies, (ii) the pretraining types and multimodal pretraining objectives, (iii) from state-of-the-art pretrained multimodal approaches to unifying architectures, and (iv) multimodal task categories and possible future improvements that can be devised for better multimodal learning. Moreover, we prepare a dataset section for new researchers that covers most of the benchmarks for pretraining and finetuning. Finally, major challenges, gaps, and potential research topics are explored. A constantly-updated paperlist related to our survey is maintained at //github.com/marslanm/multimodality-representation-learning.

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.

Influenced by the stunning success of deep learning in computer vision and language understanding, research in recommendation has shifted to inventing new recommender models based on neural networks. In recent years, we have witnessed significant progress in developing neural recommender models, which generalize and surpass traditional recommender models owing to the strong representation power of neural networks. In this survey paper, we conduct a systematic review on neural recommender models, aiming to summarize the field to facilitate future progress. Distinct from existing surveys that categorize existing methods based on the taxonomy of deep learning techniques, we instead summarize the field from the perspective of recommendation modeling, which could be more instructive to researchers and practitioners working on recommender systems. Specifically, we divide the work into three types based on the data they used for recommendation modeling: 1) collaborative filtering models, which leverage the key source of user-item interaction data; 2) content enriched models, which additionally utilize the side information associated with users and items, like user profile and item knowledge graph; and 3) context enriched models, which account for the contextual information associated with an interaction, such as time, location, and the past interactions. After reviewing representative works for each type, we finally discuss some promising directions in this field, including benchmarking recommender systems, graph reasoning based recommendation models, and explainable and fair recommendations for social good.

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