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In the realm of algorithmic economics, voting systems are evaluated and compared by examining the properties or axioms they satisfy. While this pursuit has yielded valuable insights, it has also led to seminal impossibility results such as Arrow's and Gibbard-Satterthwaite's Impossibility Theorems, which pose challenges in designing ideal voting systems. Enter the domain of quantum computing: recent advancements have introduced the concept of quantum voting systems, which have many potential applications including in security and blockchain. Building on recent works that bypass Arrow's Impossibility Theorem using quantum voting systems, our research extends Quantum Condorcet Voting (QCV) to counter the Gibbard-Satterthwaite Impossibility Theorem in a quantum setting. To show this, we introduce a quantum-specific notion of truthfulness, extend ideas like incentive compatibility and the purpose of onto to the quantum domain, and introduce new tools to map social welfare functions to social choice functions in this domain.

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We consider a causal inference model in which individuals interact in a social network and they may not comply with the assigned treatments. In particular, we suppose that the form of network interference is unknown to researchers. To estimate meaningful causal parameters in this situation, we introduce a new concept of exposure mapping, which summarizes potentially complicated spillover effects into a fixed dimensional statistic of instrumental variables. We investigate identification conditions for the intention-to-treat effects and the average treatment effects for compliers, while explicitly considering the possibility of misspecification of exposure mapping. Based on our identification results, we develop nonparametric estimation procedures via inverse probability weighting. Their asymptotic properties, including consistency and asymptotic normality, are investigated using an approximate neighborhood interference framework. For an empirical illustration, we apply our method to experimental data on the anti-conflict intervention school program. The proposed methods are readily available with the companion R package latenetwork.

We study the Popular Matching problem in multiple models, where the preferences of the agents in the instance may change or may be unknown/uncertain. In particular, we study an Uncertainty model, where each agent has a possible set of preferences, a Multilayer model, where there are layers of preference profiles, a Robust model, where any agent may move some other agents up or down some places in his preference list and an Aggregated Preference model, where votes are summed over multiple instances with different preferences. We study both one-sided and two-sided preferences in bipartite graphs. In the one-sided model, we show that all our problems can be solved in polynomial time by utilizing the structure of popular matchings. We also obtain nice structural results. With two-sided preferences, we show that all four above models lead to NP-hard questions. Except for the Robust model, these hardness results hold even if one side of the agents has always the same preferences.

Online gradient descent (OGD) is well known to be doubly optimal under strong convexity or monotonicity assumptions: (1) in the single-agent setting, it achieves an optimal regret of $\Theta(\log T)$ for strongly convex cost functions; and (2) in the multi-agent setting of strongly monotone games, with each agent employing OGD, we obtain last-iterate convergence of the joint action to a unique Nash equilibrium at an optimal rate of $\Theta(\frac{1}{T})$. While these finite-time guarantees highlight its merits, OGD has the drawback that it requires knowing the strong convexity/monotonicity parameters. In this paper, we design a fully adaptive OGD algorithm, \textsf{AdaOGD}, that does not require a priori knowledge of these parameters. In the single-agent setting, our algorithm achieves $O(\log^2(T))$ regret under strong convexity, which is optimal up to a log factor. Further, if each agent employs \textsf{AdaOGD} in strongly monotone games, the joint action converges in a last-iterate sense to a unique Nash equilibrium at a rate of $O(\frac{\log^3 T}{T})$, again optimal up to log factors. We illustrate our algorithms in a learning version of the classical newsvendor problem, where due to lost sales, only (noisy) gradient feedback can be observed. Our results immediately yield the first feasible and near-optimal algorithm for both the single-retailer and multi-retailer settings. We also extend our results to the more general setting of exp-concave cost functions and games, using the online Newton step (ONS) algorithm.

We investigate the influence of clock frequency on the success rate of a fault injection attack. In particular, we examine the success rate of voltage and electromagnetic fault attacks for varying clock frequencies. Using three different tests that cover different components of a System-on-Chip, we perform fault injection while its CPU operates at different clock frequencies. Our results show that the attack's success rate increases with an increase in clock frequency for both voltage and EM fault injection attacks. As the technology advances push the clock frequency further, these results can help assess the impact of fault injection attacks more accurately and develop appropriate countermeasures to address them.

Stochastic gradient descent (SGD) and its variants are the main workhorses for solving large-scale optimization problems with nonconvex objective functions. Although the convergence of SGDs in the (strongly) convex case is well-understood, their convergence for nonconvex functions stands on weak mathematical foundations. Most existing studies on the nonconvex convergence of SGD show the complexity results based on either the minimum of the expected gradient norm or the functional sub-optimality gap (for functions with extra structural property) by searching the entire range of iterates. Hence the last iterations of SGDs do not necessarily maintain the same complexity guarantee. This paper shows that an $\epsilon$-stationary point exists in the final iterates of SGDs, given a large enough total iteration budget, $T$, not just anywhere in the entire range of iterates -- a much stronger result than the existing one. Additionally, our analyses allow us to measure the density of the $\epsilon$-stationary points in the final iterates of SGD, and we recover the classical $O(\frac{1}{\sqrt{T}})$ asymptotic rate under various existing assumptions on the objective function and the bounds on the stochastic gradient. As a result of our analyses, we addressed certain myths and legends related to the nonconvex convergence of SGD and posed some thought-provoking questions that could set new directions for research.

Telling lies and faking emotions is quite common in human-human interactions: though there are risks, in many situations such behaviours provide social benefits. In recent years, there have been many social robots and chatbots that fake emotions or behave deceptively with their users. In this paper, I present a few examples of such robots and chatbots, and analyze their ethical aspects. Three scenarios are presented where some kind of lying or deceptive behaviour might be justified. Then five approaches to deceptive behaviours - no deception, blatant deception, tactful deception, nudging, and self deception - are discussed and their implications are analyzed. I conclude by arguing that we need to develop localized and culture-specific solutions to incorporating deception in social robots and chatbots.

Despite the inherently fuzzy nature of reconstructions in historical linguistics, most scholars do not represent their uncertainty when proposing proto-forms. With the increasing success of recently proposed approaches to automating certain aspects of the traditional comparative method, the formal representation of proto-forms has also improved. This formalization makes it possible to address both the representation and the computation of uncertainty. Building on recent advances in supervised phonological reconstruction, during which an algorithm learns how to reconstruct words in a given proto-language relying on previously annotated data, and inspired by improved methods for automated word prediction from cognate sets, we present a new framework that allows for the representation of uncertainty in linguistic reconstruction and also includes a workflow for the computation of fuzzy reconstructions from linguistic data.

Chain-of-thought reasoning, a cognitive process fundamental to human intelligence, has garnered significant attention in the realm of artificial intelligence and natural language processing. However, there still remains a lack of a comprehensive survey for this arena. To this end, we take the first step and present a thorough survey of this research field carefully and widely. We use X-of-Thought to refer to Chain-of-Thought in a broad sense. In detail, we systematically organize the current research according to the taxonomies of methods, including XoT construction, XoT structure variants, and enhanced XoT. Additionally, we describe XoT with frontier applications, covering planning, tool use, and distillation. Furthermore, we address challenges and discuss some future directions, including faithfulness, multi-modal, and theory. We hope this survey serves as a valuable resource for researchers seeking to innovate within the domain of chain-of-thought reasoning.

Classical machine learning implicitly assumes that labels of the training data are sampled from a clean distribution, which can be too restrictive for real-world scenarios. However, statistical learning-based methods may not train deep learning models robustly with these noisy labels. Therefore, it is urgent to design Label-Noise Representation Learning (LNRL) methods for robustly training deep models with noisy labels. To fully understand LNRL, we conduct a survey study. We first clarify a formal definition for LNRL from the perspective of machine learning. Then, via the lens of learning theory and empirical study, we figure out why noisy labels affect deep models' performance. Based on the theoretical guidance, we categorize different LNRL methods into three directions. Under this unified taxonomy, we provide a thorough discussion of the pros and cons of different categories. More importantly, we summarize the essential components of robust LNRL, which can spark new directions. Lastly, we propose possible research directions within LNRL, such as new datasets, instance-dependent LNRL, and adversarial LNRL. Finally, we envision potential directions beyond LNRL, such as learning with feature-noise, preference-noise, domain-noise, similarity-noise, graph-noise, and demonstration-noise.

This work considers the question of how convenient access to copious data impacts our ability to learn causal effects and relations. In what ways is learning causality in the era of big data different from -- or the same as -- the traditional one? To answer this question, this survey provides a comprehensive and structured review of both traditional and frontier methods in learning causality and relations along with the connections between causality and machine learning. This work points out on a case-by-case basis how big data facilitates, complicates, or motivates each approach.

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