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In this work we introduce CUTS (Contrastive and Unsupervised Training for Segmentation), a fully unsupervised deep learning framework for medical image segmentation to better utilize the vast majority of imaging data that is not labeled or annotated. We utilize self-supervision from pixels and their local neighborhoods in the images themselves. Our unsupervised approach optimizes a training objective that leverages concepts from contrastive learning and autoencoding. Our framework segments medical images with a novel two-stage approach without relying on any labeled data at any stage. The first stage involves the creation of a "pixel-centered patch" that embeds every pixel along with its surrounding patch, using a vector representation in a high-dimensional latent embedding space. The second stage utilizes diffusion condensation, a multi-scale topological data analysis approach, to dynamically coarse-grain these embedding vectors at all levels of granularity. The final outcome is a series of coarse-to-fine segmentations that highlight image structures at various scales. In this work, we show successful multi-scale segmentation on natural images, retinal fundus images, and brain MRI images. Our framework delineates structures and patterns at different scales which, in the cases of medical images, may carry distinct information relevant to clinical interpretation. Quantitatively, our framework demonstrates improvements ranging from 10% to 200% on dice coefficient and Hausdorff distance compared to existing unsupervised methods across three medical image datasets. As we tackle the problem of segmenting medical images at multiple meaningful granularities without relying on any label, we hope to demonstrate the possibility to circumvent tedious and repetitive manual annotations in future practice.

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We introduce Onion Universe Algorithm (OUA), a novel classification method in ensemble learning. In particular, we show its applicability as a label model for weakly supervised learning. OUA offers simplicity in implementation with minimal assumptions on the data or weak signals. The model is well suited for scenarios where fully labeled data is not available. Our method is built upon geometrical interpretation of the space spanned by weak signals. Our analysis of the high dimensional convex hull structure underlying general set of weak signals bridges geometry with machine learning. Empirical results also demonstrate that OUA works well in practice and compares favorably to best existing label models for weakly supervised learning.

Combinatorial inverse problems in high energy physics span enormous algorithmic challenges. This work presents a new deep learning driven clustering algorithm that utilizes a space-time non-local trainable graph constructor, a graph neural network, and a set transformer. The model is trained with loss functions at the graph node, edge and object level, including contrastive learning and meta-supervision. The algorithm can be applied to problems such as charged particle tracking, calorimetry, pile-up discrimination, jet physics, and beyond. We showcase the effectiveness of this cutting-edge AI approach through particle tracking simulations. The code is available online.

In this work, we present a web application named DBLPLink, which performs entity linking over the DBLP scholarly knowledge graph. DBLPLink uses text-to-text pre-trained language models, such as T5, to produce entity label spans from an input text question. Entity candidates are fetched from a database based on the labels, and an entity re-ranker sorts them based on entity embeddings, such as TransE, DistMult and ComplEx. The results are displayed so that users may compare and contrast the results between T5-small, T5-base and the different KG embeddings used. The demo can be accessed at //ltdemos.informatik.uni-hamburg.de/dblplink/.

This work presents an easy-to-use regularizer for GAN training, which helps explicitly link some axes of the latent space to a set of pixels in the synthesized image. Establishing such a connection facilitates a more convenient local control of GAN generation, where users can alter the image content only within a spatial area simply by partially resampling the latent code. Experimental results confirm four appealing properties of our regularizer, which we call LinkGAN. (1) The latent-pixel linkage is applicable to either a fixed region (\textit{i.e.}, same for all instances) or a particular semantic category (i.e., varying across instances), like the sky. (2) Two or multiple regions can be independently linked to different latent axes, which further supports joint control. (3) Our regularizer can improve the spatial controllability of both 2D and 3D-aware GAN models, barely sacrificing the synthesis performance. (4) The models trained with our regularizer are compatible with GAN inversion techniques and maintain editability on real images.

In this work, we first formulate the problem of robotic water scooping using goal-conditioned reinforcement learning. This task is particularly challenging due to the complex dynamics of fluids and the need to achieve multi-modal goals. The policy is required to successfully reach both position goals and water amount goals, which leads to a large convoluted goal state space. To overcome these challenges, we introduce Goal Sampling Adaptation for Scooping (GOATS), a curriculum reinforcement learning method that can learn an effective and generalizable policy for robot scooping tasks. Specifically, we use a goal-factorized reward formulation and interpolate position goal distributions and amount goal distributions to create curriculum throughout the learning process. As a result, our proposed method can outperform the baselines in simulation and achieves 5.46% and 8.71% amount errors on bowl scooping and bucket scooping tasks, respectively, under 1000 variations of initial water states in the tank and a large goal state space. Besides being effective in simulation environments, our method can efficiently adapt to noisy real-robot water-scooping scenarios with diverse physical configurations and unseen settings, demonstrating superior efficacy and generalizability. The videos of this work are available on our project page: //sites.google.com/view/goatscooping.

In this paper, we present CaveSeg - the first visual learning pipeline for semantic segmentation and scene parsing for AUV navigation inside underwater caves. We address the problem of scarce annotated training data by preparing a comprehensive dataset for semantic segmentation of underwater cave scenes. It contains pixel annotations for important navigation markers (e.g. caveline, arrows), obstacles (e.g. ground plain and overhead layers), scuba divers, and open areas for servoing. Through comprehensive benchmark analyses on cave systems in USA, Mexico, and Spain locations, we demonstrate that robust deep visual models can be developed based on CaveSeg for fast semantic scene parsing of underwater cave environments. In particular, we formulate a novel transformer-based model that is computationally light and offers near real-time execution in addition to achieving state-of-the-art performance. Finally, we explore the design choices and implications of semantic segmentation for visual servoing by AUVs inside underwater caves. The proposed model and benchmark dataset open up promising opportunities for future research in autonomous underwater cave exploration and mapping.

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.

Deep learning has become the dominant approach in coping with various tasks in Natural LanguageProcessing (NLP). Although text inputs are typically represented as a sequence of tokens, there isa rich variety of NLP problems that can be best expressed with a graph structure. As a result, thereis a surge of interests in developing new deep learning techniques on graphs for a large numberof NLP tasks. In this survey, we present a comprehensive overview onGraph Neural Networks(GNNs) for Natural Language Processing. We propose a new taxonomy of GNNs for NLP, whichsystematically organizes existing research of GNNs for NLP along three axes: graph construction,graph representation learning, and graph based encoder-decoder models. We further introducea large number of NLP applications that are exploiting the power of GNNs and summarize thecorresponding benchmark datasets, evaluation metrics, and open-source codes. Finally, we discussvarious outstanding challenges for making the full use of GNNs for NLP as well as future researchdirections. To the best of our knowledge, this is the first comprehensive overview of Graph NeuralNetworks for Natural Language Processing.

We study the problem of learning to reason in large scale knowledge graphs (KGs). More specifically, we describe a novel reinforcement learning framework for learning multi-hop relational paths: we use a policy-based agent with continuous states based on knowledge graph embeddings, which reasons in a KG vector space by sampling the most promising relation to extend its path. In contrast to prior work, our approach includes a reward function that takes the accuracy, diversity, and efficiency into consideration. Experimentally, we show that our proposed method outperforms a path-ranking based algorithm and knowledge graph embedding methods on Freebase and Never-Ending Language Learning datasets.

Convolutional Neural Networks (CNNs) have gained significant traction in the field of machine learning, particularly due to their high accuracy in visual recognition. Recent works have pushed the performance of GPU implementations of CNNs to significantly improve their classification and training times. With these improvements, many frameworks have become available for implementing CNNs on both CPUs and GPUs, with no support for FPGA implementations. In this work we present a modified version of the popular CNN framework Caffe, with FPGA support. This allows for classification using CNN models and specialized FPGA implementations with the flexibility of reprogramming the device when necessary, seamless memory transactions between host and device, simple-to-use test benches, and the ability to create pipelined layer implementations. To validate the framework, we use the Xilinx SDAccel environment to implement an FPGA-based Winograd convolution engine and show that the FPGA layer can be used alongside other layers running on a host processor to run several popular CNNs (AlexNet, GoogleNet, VGG A, Overfeat). The results show that our framework achieves 50 GFLOPS across 3x3 convolutions in the benchmarks. This is achieved within a practical framework, which will aid in future development of FPGA-based CNNs.

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