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Series or orthogonal basis regression is one of the most popular non-parametric regression techniques in practice, obtained by regressing the response on features generated by evaluating the basis functions at observed covariate values. The most routinely used series estimator is based on ordinary least squares fitting, which is known to be minimax rate optimal in various settings, albeit under stringent restrictions on the basis functions and the distribution of covariates. In this work, inspired by the recently developed Forster-Warmuth (FW) learner, we propose an alternative series regression estimator that can attain the minimax estimation rate under strictly weaker conditions imposed on the basis functions and the joint law of covariates, than existing series estimators in the literature. Moreover, a key contribution of this work generalizes the FW-learner to a so-called counterfactual regression problem, in which the response variable of interest may not be directly observed (hence, the name ``counterfactual'') on all sampled units, and therefore needs to be inferred in order to identify and estimate the regression in view from the observed data. Although counterfactual regression is not entirely a new area of inquiry, we propose the first-ever systematic study of this challenging problem from a unified pseudo-outcome perspective. In fact, we provide what appears to be the first generic and constructive approach for generating the pseudo-outcome (to substitute for the unobserved response) which leads to the estimation of the counterfactual regression curve of interest with small bias, namely bias of second order. Several applications are used to illustrate the resulting FW-learner including many nonparametric regression problems in missing data and causal inference literature, for which we establish high-level conditions for minimax rate optimality of the proposed FW-learner.

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We propose a Digit-Serial Left-tO-righT (DSLOT) arithmetic based processing technique called DSLOT-NN with aim to accelerate inference of the convolution operation in the deep neural networks (DNNs). The proposed work has the ability to assess and terminate the ineffective convolutions which results in massive power and energy savings. The processing engine is comprised of low-latency most-significant-digit-first (MSDF) (also called online) multipliers and adders that processes data from left-to-right, allowing the execution of subsequent operations in digit-pipelined manner. Use of online operators eliminates the need for the development of complex mechanism of identifying the negative activation, as the output with highest weight value is generated first, and the sign of the result can be identified as soon as first non-zero digit is generated. The precision of the online operators can be tuned at run-time, making them extremely useful in situations where accuracy can be compromised for power and energy savings. The proposed design has been implemented on Xilinx Virtex-7 FPGA and is compared with state-of-the-art Stripes on various performance metrics. The results show the proposed design presents power savings, has shorter cycle time, and approximately 50% higher OPS per watt.

We consider the problem of estimating the learning rate in adaptive methods, such as Adagrad and Adam. We describe two techniques, Prodigy and Resetting, to provably estimate the distance to the solution $D$, which is needed to set the learning rate optimally. Our techniques are modifications of the D-Adaptation method for learning-rate-free learning. Our methods improve upon the convergence rate of D-Adaptation by a factor of $O(\sqrt{\log(D/d_0)})$, where $d_0$ is the initial estimate of $D$. We test our methods on 12 common logistic-regression benchmark datasets, VGG11 and ResNet-50 training on CIFAR10, ViT training on Imagenet, LSTM training on IWSLT14, DLRM training on Criteo dataset, VarNet on Knee MRI dataset, as well as RoBERTa and GPT transformer training on BookWiki. Our experimental results show that our approaches consistently outperform D-Adaptation and reach test accuracy values close to that of hand-tuned Adam.

Disease progression simulation is a crucial area of research that has significant implications for clinical diagnosis, prognosis, and treatment. One major challenge in this field is the lack of continuous medical imaging monitoring of individual patients over time. To address this issue, we develop a novel framework termed Progressive Image Editing (PIE) that enables controlled manipulation of disease-related image features, facilitating precise and realistic disease progression simulation. Specifically, we leverage recent advancements in text-to-image generative models to simulate disease progression accurately and personalize it for each patient. We theoretically analyze the iterative refining process in our framework as a gradient descent with an exponentially decayed learning rate. To validate our framework, we conduct experiments in three medical imaging domains. Our results demonstrate the superiority of PIE over existing methods such as Stable Diffusion Walk and Style-Based Manifold Extrapolation based on CLIP score (Realism) and Disease Classification Confidence (Alignment). Our user study collected feedback from 35 veteran physicians to assess the generated progressions. Remarkably, 76.2% of the feedback agrees with the fidelity of the generated progressions. To our best knowledge, PIE is the first of its kind to generate disease progression images meeting real-world standards. It is a promising tool for medical research and clinical practice, potentially allowing healthcare providers to model disease trajectories over time, predict future treatment responses, and improve patient outcomes.

Current state-of-the-art methods for panoptic segmentation require an immense amount of annotated training data that is both arduous and expensive to obtain posing a significant challenge for their widespread adoption. Concurrently, recent breakthroughs in visual representation learning have sparked a paradigm shift leading to the advent of large foundation models that can be trained with completely unlabeled images. In this work, we propose to leverage such task-agnostic image features to enable few-shot panoptic segmentation by presenting Segmenting Panoptic Information with Nearly 0 labels (SPINO). In detail, our method combines a DINOv2 backbone with lightweight network heads for semantic segmentation and boundary estimation. We show that our approach, albeit being trained with only ten annotated images, predicts high-quality pseudo-labels that can be used with any existing panoptic segmentation method. Notably, we demonstrate that SPINO achieves competitive results compared to fully supervised baselines while using less than 0.3% of the ground truth labels, paving the way for learning complex visual recognition tasks leveraging foundation models. To illustrate its general applicability, we further deploy SPINO on real-world robotic vision systems for both outdoor and indoor environments. To foster future research, we make the code and trained models publicly available at //spino.cs.uni-freiburg.de.

This work presents a new method for enhancing communication efficiency in stochastic Federated Learning that trains over-parameterized random networks. In this setting, a binary mask is optimized instead of the model weights, which are kept fixed. The mask characterizes a sparse sub-network that is able to generalize as good as a smaller target network. Importantly, sparse binary masks are exchanged rather than the floating point weights in traditional federated learning, reducing communication cost to at most 1 bit per parameter. We show that previous state of the art stochastic methods fail to find the sparse networks that can reduce the communication and storage overhead using consistent loss objectives. To address this, we propose adding a regularization term to local objectives that encourages sparser solutions by eliminating redundant features across sub-networks. Extensive experiments demonstrate significant improvements in communication and memory efficiency of up to five magnitudes compared to the literature, with minimal performance degradation in validation accuracy in some instances.

Reasoning is a fundamental aspect of human intelligence that plays a crucial role in activities such as problem solving, decision making, and critical thinking. In recent years, large language models (LLMs) have made significant progress in natural language processing, and there is observation that these models may exhibit reasoning abilities when they are sufficiently large. However, it is not yet clear to what extent LLMs are capable of reasoning. This paper provides a comprehensive overview of the current state of knowledge on reasoning in LLMs, including techniques for improving and eliciting reasoning in these models, methods and benchmarks for evaluating reasoning abilities, findings and implications of previous research in this field, and suggestions on future directions. Our aim is to provide a detailed and up-to-date review of this topic and stimulate meaningful discussion and future work.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

Besides entity-centric knowledge, usually organized as Knowledge Graph (KG), events are also an essential kind of knowledge in the world, which trigger the spring up of event-centric knowledge representation form like Event KG (EKG). It plays an increasingly important role in many machine learning and artificial intelligence applications, such as intelligent search, question-answering, recommendation, and text generation. This paper provides a comprehensive survey of EKG from history, ontology, instance, and application views. Specifically, to characterize EKG thoroughly, we focus on its history, definitions, schema induction, acquisition, related representative graphs/systems, and applications. The development processes and trends are studied therein. We further summarize perspective directions to facilitate future research on EKG.

We present MMKG, a collection of three knowledge graphs that contain both numerical features and (links to) images for all entities as well as entity alignments between pairs of KGs. Therefore, multi-relational link prediction and entity matching communities can benefit from this resource. We believe this data set has the potential to facilitate the development of novel multi-modal learning approaches for knowledge graphs.We validate the utility ofMMKG in the sameAs link prediction task with an extensive set of experiments. These experiments show that the task at hand benefits from learning of multiple feature types.

Generative Adversarial Networks (GANs) can produce images of surprising complexity and realism, but are generally modeled to sample from a single latent source ignoring the explicit spatial interaction between multiple entities that could be present in a scene. Capturing such complex interactions between different objects in the world, including their relative scaling, spatial layout, occlusion, or viewpoint transformation is a challenging problem. In this work, we propose to model object composition in a GAN framework as a self-consistent composition-decomposition network. Our model is conditioned on the object images from their marginal distributions to generate a realistic image from their joint distribution by explicitly learning the possible interactions. We evaluate our model through qualitative experiments and user evaluations in both the scenarios when either paired or unpaired examples for the individual object images and the joint scenes are given during training. Our results reveal that the learned model captures potential interactions between the two object domains given as input to output new instances of composed scene at test time in a reasonable fashion.

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